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Blending alpha textures into non-alpha textures


Springheel

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I've been running some tests without success. Maybe someone can tell me if this is possible.

 

What I'd like to do is create, for example, a series of 3 tunic textures of different colours. Then I'd like to create 3 different 'emblems' textures that are transparent, but for the emblem part. Then, by mixing and matching skins, I could have lots of different combinations.

 

The trick is, I don't know if it's possible to 'blend' one diffusemap that uses an alpha stage with a diffusemap that doesn't. So far I haven't had any luck...if either diffusemap has a transparent part, it renders as transparent in game (so I wind up with an invisible tunic except for the emblem).

 

Anyone know if there's a way to do this?

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The only thing I can think of is using filter stage. No alpha map necessary - just make the background of emblem white, so it won't affect the tunic. But that obviously will make the emblem always darker. You could try add stage (with black background) for brighter emblems, but I don't know if it wouldn't be kind of selflit. (depends on brightness)

 

Another solution would be to add extra polygons and make them exactly the same way we have hinges on the door, but that's a bit complicated... And emblem wouldn't really blend with tunic, it would look like something on top of it.

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Adding polygons would require rerigging the models and re-applying all the animations, so I won't be doing that. I'll try a filter and see how that looks.

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