Author Topic: Transparent textures?  (Read 3875 times)

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Offline aldo_14

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Transparent textures?
Does SCP have any support for transparency of maps.  specifically, handling maps with transparent reigons, like griders?

I'm already using a girder texture with true green transparency, but it's playing hell with the z-buffering from ervery angle but side on, so this is my last hope of getting it working.

 
what does it look like??  
I was considering something girder-like for a situation probably not unlike your own.

[EDIT]  If it doesn't render the other side of the texture, maybe have a ring of two-sided flats (if it's a support structure of sorts)?  or just a two-sided poly??  just thoughts from a relative n00b :)

also, would varied transparancies (alpha channel)  be difficult to implement???
« Last Edit: July 21, 2003, 12:38:41 pm by 1120 »
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Offline KARMA

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i think that this  has to wait for support for textures with higher bitnumber, elseway...
would it be possible something like the glowmaps, an additional b/w map (like a layer mask) to tell the render the transparency level?

 

Offline Nico

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Quote
Originally posted by NecroBob
[EDIT]  If it doesn't render the other side of the texture, maybe have a ring of two-sided flats (if it's a support structure of sorts)?  or just a two-sided poly??  just thoughts from a relative n00b :)


what I do is I copy the transparent poly and mirror it ( I tried transparent maps a couple times ).
The pb: transparency generates clipping ( again :rolleyes: ).
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Offline Unknown Target

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You mean just showing the lines of each poly, like in Homeworld?

Or do you mean transparancy? Because that's implemented as bright lime green.

 

Offline aldo_14

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Green transparency, not wireframe.

 

Offline Nico

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Quote
Originally posted by Unknown Target
Or do you mean transparancy? Because that's implemented as bright lime green.


yeah, that as well implemented as multitask in win95.
oh, and voodoo users are ****ed, coz that doesn't even work at all for them.
green sux anyway, an opacity map would be much better, can do gradients and stuff.
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I would agree that a transparency\alpha map would be the best idea...

are the mirrored polys right on top of the original?  that would lead to those streaks... might try separating them by hundredths or thousandths of a unit...though they might still be interpreted as too close and get rendered funny...

[EDIT]  does SCP do two-sided polys??
« Last Edit: July 22, 2003, 03:16:25 pm by 1120 »
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Offline Bobboau

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if you place all the transperent pollies into a seperate subobject that is after the main hull object that may fix the clipping problem (not sure what clipping problem you're haveing, I'm assuming you arn't refering to the generaly poor z buffer)
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Offline Nico

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Quote
Originally posted by NecroBob
are the mirrored polys right on top of the original?  that would lead to those streaks... might try separating them by hundredths or thousandths of a unit...though they might still be interpreted as too close and get rendered funny...
 

yes, they're on on top of the original. the pb is not the mirorred side, tho ( it's mirrored, seen from the other side it's invisible ), the pb is where the semi transparent poly joins, say, the hull. you can be sure that patr will half diasppear most of the time ingame.
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Offline aldo_14

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Quote
Originally posted by Bobboau
if you place all the transperent pollies into a seperate subobject that is after the main hull object that may fix the clipping problem (not sure what clipping problem you're haveing, I'm assuming you arn't refering to the generaly poor z buffer)


They are.  Basically, it's treating the transparent textured object as if it was completely opaque, so it's occluding the main hull.  But it's projecting it as transparent, so the effect is to show the background as if the hull was not present. Obviously (and understandably) the engine doesn't consider any transparency in the maps when projecting / drawing / whatever temr you want to use.........

It's hard to explain, but here's a pic.

« Last Edit: July 23, 2003, 01:54:19 pm by 181 »

 

Offline KARMA

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stupid question: i thought that fs2 doesn't handle backfaces

 

Offline Nico

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I explained how to do double sided polys above, rtft.
lol, Aldo, seems we're doing the same things :D
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Offline KARMA

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doh'
:rolleyes:

 

Offline Nico

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my exemple:


( to save people the pain, the pics goes from 00 to 11 for that ship, if you wanna mess around with my ftp :p )
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Offline karajorma

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All these transparant textures look beautiful but what is going to happen when the player inevitably bumps into them?


BTW whoa! :cool: Cool ship Venom :)
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Offline Nico

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ok, I've found something: the transparent maps make everything from the same ubobject that is behind disappear.

for exemple:


there's an antenna transparent map just in front of the player. the result is that the large prong that makes the front of the ship disappears completly behind it ( you can see the edge of the antennas map indicated by the fact that the ship reappears next to it ). the rings that rotate around the prong shows, tho, as they're different subobjects. but the little panels on those rings, taht are transparent too, make the parts of their own ring that is behind them disappear too ( you can see quads of space around them, where you should see more metal ).

so.

the simpler way to fix that w/o any SCP help, is to make any transparent object a separate subobject.

In the acse of my ship, it's about impossible, would have way too many of them.
« Last Edit: July 25, 2003, 10:56:23 am by 83 »
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Offline KARMA

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venom this installation(?) is simply incredible:)

 

Offline Nico

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it's a ship :p
ok, I'm gonna post everything in the modding forum.
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Offline Fry_Day

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Transparent stuff won't work right now since the drawing order is basically random. If it draws a ship with transparent polygons in the front of the screen, even transparent pixels get their depth written in the Z-buffer, meaning that objects behind transparent areas won't be drawn since they'll be rejected by the Z-buffer. That's why drawing transparent textures MUST be sorted, which is, of course, why textures with alpha channels cannot be currently implemented. BSPs generally lend themselves nicely to easily creating a back-to-front drawing order, but afaik the FS2 BSPs are non-subdividing BSPs, and I don't know how to deal with those, since my knowledge of BSPs is very limited... Perhaps Kazan could give some insights...