Author Topic: subobjects with -trans textures  (Read 1990 times)

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Offline Nuke

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subobjects with -trans textures
my new superjug uses transparent textures on its main beam turrets and as forcefields covering the docking bays, the problem is that they seem to render behind the ship geometry instead of over it. they look normal when space is behind them , but if the ship gets in the way you can no longer see them. ill try to post a pic later (probibly should use mantis on this one).
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Bobboau

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subobjects with -trans textures
ship hulls are rendered after subobjects, transparent textures are only partaly implemented, as you have found
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Offline Nuke

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subobjects with -trans textures
so then a mantis entry is not required?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Nuke

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subobjects with -trans textures
hey, wasnt there a way to get them to render certain subobjects last so that you can have windows and stuff? does that still work?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Bobboau

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subobjects with -trans textures
no, and NA,
hull is always drawn last, right after the subobjects in the order they are found in the model, getting alpha blending to work corectly is a MAJOR thing, so you have to make up the diference when you build your ship keeping the render order in mind, and that the polys within a texture are all rendered at the same time but it's sort of hard to define wich texture goes first. so the only realy safe way to do things is to have your alpha blending on the hull and the stuff behind the alpha blending in a subobject.
« Last Edit: June 22, 2004, 12:35:12 am by 57 »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nuke

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subobjects with -trans textures
you see im using animated textures to simulate a forcfield over the caverous fighterbay. it the rear of the ship is a reactor the player has to destroy, but he has to first brave flak guns and beam turrets to disable the field to enter the bay. the only way to do that is to have a subobject to act asthe field. i could probibly get away with making a shield object. now the bem turrets use the same texture, but there i could copy the meshes, flip the normals and use a different texture. that way the outer shell is transparent, but you cant see past the far boundry and therefore the ship through it.i could then mask that with a glow effect of sorts.

now is alpha blending on the adjenda in the near future? or would it be wise to modify the ship, which is far from done anyway. if i leave it the way it is it could give me more hedaches later.

*edit*

come to think of it the sheild idea wont work is there a way to fool the renderer into thinking its a shield mesh while still behaving as a subobject. a hack solution to hold off untill full alpha blending gets implemented.
« Last Edit: June 22, 2004, 03:20:32 am by 766 »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Nico

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subobjects with -trans textures
nah, no matter what you do, you won't get anything from the same ship showing thrugh a transparent part with the current builds.
Well, as far as my own experiments went.
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Offline Bobboau

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subobjects with -trans textures
yeah you can
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Taristin

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subobjects with -trans textures
I'll have to disect this, and see. I've been trying to get a cocpit in the Kessy for a while now...
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Offline Bobboau

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subobjects with -trans textures
it's very simple the stuff behind the transparent stuff is in it's own subobject, the transparent stuff is part of the main hull, if you can fenagle it so that the transparent section is in it's own texture and that texture is the last in the list (for the main hull) it'll work even better.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Taristin

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subobjects with -trans textures
We're trying to implement this in TVWP a little. I think that today I officially have a working version, that functions as it should. Which is good. :D
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