Outerra forum
Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: zzz on February 16, 2014, 08:32:30 am
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So, from reading the forums black is meant to be transparent and white is solid? Trying to make a transparent canopy and it still turns up solid grey. Texture is converted to BC4 before application.
Diffuse and opacity.
http://s2.postimg.org/d0twi3bbd/3gfi1_t1_d.jpg (http://s2.postimg.org/d0twi3bbd/3gfi1_t1_d.jpg)
http://s14.postimg.org/twx0xgon5/5gfi1_t1_d.jpg (http://s14.postimg.org/twx0xgon5/5gfi1_t1_d.jpg)
Tried removing the grey bit from the diffuse but no dice.
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can you show me the mtl file? Btw you cannot combine opaque/transparent material in one mesh...
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{
"version" : 512,
"mats" : [
{
"name" : "_1_-_Default",
"color" : "1.0,1.0,1.0,1.0",
"f0" : ".04",
"roughness" : ".12",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "0_3gfi1_t1_d.dds",
"tex_normal" : "",
"tex_roughness" : "",
"tex_opacity" : "tran2.dds",
"tex_reflectance" : "",
"tex_environment" : ""
}]
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As i wrote before you can't combine opaque and transparent material in one mesh, so you have to detach window triangles to separate mesh.
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ah, I see.
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had another go at it but same result:
{
"version" : 512,
"mats" : [
{
"name" : "_1_-_Default",
"color" : ".725,.725,.725,1.0",
"f0" : ".027",
"roughness" : ".498",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "0_3gfi1_t1_d.dds",
"tex_normal" : "gfi1_t1_n.dds",
"tex_roughness" : "",
"tex_opacity" : "",
"tex_reflectance" : "",
"tex_environment" : ""
},
{
"name" : "Material__2",
"color" : ".725,.725,.725,1.0",
"f0" : ".027",
"roughness" : ".498",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "",
"tex_normal" : "",
"tex_roughness" : "",
"tex_opacity" : "trans.dds",
"tex_reflectance" : "",
"tex_environment" : ""
}]
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f0 should be ~0.04 for common materials and ~0.08 for glass. If you want to make material transparent you have to set the alpha value to less than 1.0. In your case the final alpha value is computed from 0.99 * alpha value from the texture.
example:
{
"name" : "glass",
"color" : ".725,.725,.725,.99",
"f0" : ".078",
"roughness" : "0.0",
"no_light" : false,
"alpha_masked" : false,
"tex_albedo" : "",
"tex_normal" : "",
"tex_roughness" : "",
"tex_opacity" : "trans.dds",
"tex_reflectance" : "",
"tex_environment" : ""
},
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Sorted.
(http://s21.postimg.org/kg7982prb/screen_1392759519.jpg)
I should probably make a Q&A thread.
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I find the channel has no effect at all after testing.