Assigning transparency to vertex

 
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Killer Wheels



Joined: 03 Dec 2006
Posts: 20


Location: France

PostPosted: Sat Dec 16, 2006 3:21 pm    Post subject: Assigning transparency to vertex Reply with quote

Hi !
As the title suggests, I have a question about transparency :

Is there a way to assign transparency to vertex with the ase tools ?
I don't understand how the -ali command line affect transparency to polygons. The only way I've found is to turn on the 28th SG then I obtain something like that :

As you can see it works but I can't change anything...help !


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Skitch2
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Joined: 26 Nov 2006
Posts: 28



PostPosted: Sat Dec 16, 2006 4:47 pm    Post subject: Reply with quote

I dont realy know what you mean by assigning to Vertex? I think it would do exactly the same as assigning to the poly or face.


With the -ali Switch you have to add a texture channel into you
material editor. I have mine set up like this:

channels 1 to 10 have the a-j bmps

making sure that the specular colour for the channels are set to black (0,0,0)

Add a channel and load the bmp you need for transparency , say we use nhood1 a.bmp set the specular level to black and give it an opacity level of 75%.

Now select the polies that you need to be transparent or semi transparent and assign the mat 11 id to those polies.

Make sure that the SG id is set to what ever surface prop you want to give it and thats it.

When converting your track just use this com line......

ase2w -a nhood1.ase

and thats that.

You can have many different transparency polies in atrack using the -a switch. all you have to do is keep adding map channels into your mat editor. This also works with specular levels to give you many different glossyness levels too!

If I have confused you at all write back and ill try to break it down a bit more.

All the best and thatks for Being the first person to ask a quetion over here!! YAY!!!
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Killer Wheels



Joined: 03 Dec 2006
Posts: 20


Location: France

PostPosted: Sat Dec 16, 2006 5:54 pm    Post subject: Reply with quote

LoL !
Well, here's what I've understood :

1 : I just choose the texture and verify that the specular colour is (0,0,0) (which is not the case on the screen)
2 : The only way I've found to add map channels is by selecting the "diffuse" menu, then switching to another channel... Confused Question
3 : To apply another transparency level on another polygon that use the same texture in game, does I have to create another SubMaterial ?
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Skitch2
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Joined: 26 Nov 2006
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PostPosted: Sat Dec 16, 2006 6:16 pm    Post subject: Reply with quote

Yup you got it dood.
just create a new sub mat for any different transparencies!
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Killer Wheels



Joined: 03 Dec 2006
Posts: 20


Location: France

PostPosted: Sat Dec 16, 2006 8:52 pm    Post subject: Reply with quote

Ok it works ! Very Happy

Now the question Razz :
Can I do something like that with the asetools ?

I mean a sort of smoothing between 2 polygons...(Sorry I don't know how to say it...) Like it can be done with vertex colors.
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Skitch2
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Joined: 26 Nov 2006
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PostPosted: Sun Dec 17, 2006 9:49 am    Post subject: Reply with quote

I dont think that you can apply transparency to a single vertex but... I think that you can simulate that idea bu using vert colours and clever texturing.

I know what you are trying to do but i dont think that it will work in Re-Volt.

But then again we have thrown this question out there so maybe sombody out there knows a method.
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Killer Wheels



Joined: 03 Dec 2006
Posts: 20


Location: France

PostPosted: Sun Dec 17, 2006 11:12 am    Post subject: Reply with quote

Yes there is a method !!!
But it is long and difficult (for someone like me...)
The only way I know was found by Darksabre, you have to do a bit hexadecimal editing... And a lot of work. Ask him about Palm march track !


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