The transparency of the glasses isn't done in the same way as the headlights. The lights use the whole texture but my glass objects use one pixel ( Diagram ). The mesh is all on the pixel next to the tint colour. If the colour that it's tinted is darker then the object will be more transparent(as the colours are blurred together).
The end reasult is this:
[ edit ] dead image link
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sigage@hotmail.com
[This message has been edited by SIGage (edited 24-11-2001).]
Semi-transparent Models (a short 'How To')
- Drive2Survive
- Member
- Posts: 495
- Joined: Fri May 04, 2001 2:01 pm
- Location: Bathurst, NSW, Australia
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My dear fellow, you must show me more of this... it looks mighty interesting.
You speak of the colours being blurred together - I trust this is an act of 3D accelerator hardware? If so, then a machine without the benefit of such hardware will not give the same result?
In fact I'm quite clueless when it comes to transparencies and their effect and appearance in the game, short of that they don't look terribly pretty on my old computer...
You speak of the colours being blurred together - I trust this is an act of 3D accelerator hardware? If so, then a machine without the benefit of such hardware will not give the same result?
In fact I'm quite clueless when it comes to transparencies and their effect and appearance in the game, short of that they don't look terribly pretty on my old computer...
Well old chap
, I took the liberty of presuming most people can support the texture smoothing. If you cannot then the glass is extremely feint with small greyish speckles on. I have noted this and if many people can not support the glasses then i will create a version without such phenomena as the transparent textures.
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sigage@hotmail.com
http://uk.geocities.com/sigagex/theshop.htm
, I took the liberty of presuming most people can support the texture smoothing. If you cannot then the glass is extremely feint with small greyish speckles on. I have noted this and if many people can not support the glasses then i will create a version without such phenomena as the transparent textures.------------------
sigage@hotmail.com
http://uk.geocities.com/sigagex/theshop.htm
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HaC
there is a very easy way of doing this which i found out when i was working on some levels which got wiped in a reformat
it can be done simply by a 64x64 background and using the brush in paint shop pro or some other paint programs which paint a grid, in my psp theres a brush which is called 'gauze 50%' it creates a gauze which has holes throughout it, and it just happens to be at the perfect size for this feature in mtm2
although alot of older 3d cards do NOT show this so well i am lucky and my 3-4 year old 3d card shows it great
hope that helps
it can be done simply by a 64x64 background and using the brush in paint shop pro or some other paint programs which paint a grid, in my psp theres a brush which is called 'gauze 50%' it creates a gauze which has holes throughout it, and it just happens to be at the perfect size for this feature in mtm2
although alot of older 3d cards do NOT show this so well i am lucky and my 3-4 year old 3d card shows it great
hope that helps
- Drive2Survive
- Member
- Posts: 495
- Joined: Fri May 04, 2001 2:01 pm
- Location: Bathurst, NSW, Australia
- Contact:
Unfortunately the grid effect looks like lots of tiny squares with a 'haze' around the edges on my PC.
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Has anyone ever experimented with 3D facing objects? I just made an eyeball that follows you round the room.
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sigage@hotmail.com
http://uk.geocities.com/sigagex/theshop.htm
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Has anyone ever experimented with 3D facing objects? I just made an eyeball that follows you round the room.
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sigage@hotmail.com
http://uk.geocities.com/sigagex/theshop.htm
