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Posted

I am curious.

 

I have a texture with an Alpha channel applied.

 

How do I get the material to render correctly with that channel?

 

or another option. set 2 textures in the MAT, and assign one as an alpha?

 

Which is better?

AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD

76561197984667096.png

Posted

I am curious.

 

I have a texture with an Alpha channel applied.

 

How do I get the material to render correctly with that channel?

 

or another option. set 2 textures in the MAT, and assign one as an alpha?

 

Which is better?

 

are you referring to taking advantage of the transparency or setting the specular from a bumpmap?

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Posted

well, I have a texture on one of my models, the RGB channel is a solid color, and it has an alpha channel to make it look like rust/dirt.

 

So I really have no idea.

 

I can assign the opacity texture in UU3D, but I don't know how to translate that to LE.

AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD

76561197984667096.png

Posted

the first is the regular texture. with UU3D, I can set another texture to the opacity, and get the effect.

 

But I don't know how to get that to work in LE.

 

I don't know if you can assign an opacity texture, or if you have to use the alpha blend, either of which I don't know how to accomplish

post-234-12653340122508_thumb.png

post-234-1265334031734_thumb.png

AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD

76561197984667096.png

Posted

ok i see what you are saying... that looks like another surface ontop of the wall surface... so i assume you could do just like the hydro scene does... it has a number two laying ontop of the concrete wall... the number two material has this:

 

texture0="abstract::lettering02.dds"
texture1="abstract::lettering02dot3.dds"
blend=alpha
depthmask=0
zsort=1
overlay=1

 

where its blending and doing the overlay... im not sure about what you want to use on the mapping in your app tho... i would assume that you would just map that texture just like a normal diffuse and not as a opacity map.

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Posted

yes. the bottom texture is a normal difuse. teh second texture is an alpha map, that should make it "look through" to the bottom layer.

 

Its not working

AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD

76561197984667096.png

Posted

texture0="abstract::dirt_decal_001_c.dds"
blend=alpha
depthmask=0
zsort=1
overlay=1

 

this is the entire mat file just like i posted above... i assume you still had a shader reference?

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Posted

yeah... I did. I thought I had to have the Alpha shader.

 

Also, setting this line

blend=alpha

is that the same as setting

blend=1

?

 

btw, thank you Mac

AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD

76561197984667096.png

Posted

yeah... I did. I thought I had to have the Alpha shader.

 

Also, setting this line

blend=alpha

is that the same as setting

blend=1

?

 

btw, thank you Mac

 

i dunno about what the numerical equivalent of alpha would be... does it give the same result?

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Posted
0 - solid (default)
1 - alpha
2 - light
3 - shade
4 - mod2x

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Posted

kk, just making sure. I had use alpha before, but I also had the alpha shader on it also. That was what was messing with me.

 

Thanks all.

AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD

76561197984667096.png

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