Chems Posted March 9, 2005 Share Posted March 9, 2005 On my m16 model with 203, I have used an alpha channel to make the holes in the heat guard on the 203. Underneath is the standard barrel you should be able to see. Ive put the alpha texture in another RSB just like RSE did but sometimes the alpha channel goes all the way through so you can see sky through the holes on the weapon instead of the barrel inside the heat sheild. Anyone else had this? I think its to do with grouping. Quote Link to comment Share on other sites More sharing options...
Jaxe Posted March 9, 2005 Share Posted March 9, 2005 I had the same problem with one of my chr's. I toggled the checkbox"2-sided" (shader basics parameters) to true. This solved the problem for me. Maybe you can give it a shot. Quote Link to comment Share on other sites More sharing options...
Chems Posted March 9, 2005 Author Share Posted March 9, 2005 I will try it. Quote Link to comment Share on other sites More sharing options...
BornToKill Posted March 9, 2005 Share Posted March 9, 2005 Your Texture only ocupies one side of the polygon, ie that with the Normal face.When you look at a polygon from behind the Normal you will see right through it. Tagging as 2 sided so your texture appears on both sides will double the polygon count (in game count) on those polys carrying that texture. Quote Link to comment Share on other sites More sharing options...
GRT Posted March 9, 2005 Share Posted March 9, 2005 So, hmm put your handguard has a seperate texture. Quote Link to comment Share on other sites More sharing options...
Chems Posted March 10, 2005 Author Share Posted March 10, 2005 Anyway the 2 sided texture trick didnt fix it. Im sure its to do with grouping and linking. Quote Link to comment Share on other sites More sharing options...
Chems Posted March 11, 2005 Author Share Posted March 11, 2005 I also noticed the the thing that had alpha channels had 2 sides. Instead of just being a plane so I fixed that but still the problem continues! Help! Quote Link to comment Share on other sites More sharing options...
Jaxe Posted March 11, 2005 Share Posted March 11, 2005 (edited) Cutting the holes in the heatshield ain't an option I guess? Or.... maybe you could mirror/copy the faces and mirror the normals from the copy you've created?? And since the heatsheild is not the biggest part (poly-wise), i guess it's not to bad for your polycount....... just guessing. Edited March 11, 2005 by Jaxe Quote Link to comment Share on other sites More sharing options...
cobaka Posted March 11, 2005 Share Posted March 11, 2005 This may be a dumb question, but is your texture set up as alpha blending or alpha testing? If not, any part of an alpha-channel textured object behind another alpha-channel textured object (like branches of a tree) becomes invisible. Quote Link to comment Share on other sites More sharing options...
Chems Posted March 13, 2005 Author Share Posted March 13, 2005 Ah indeed, I have had this problem before, which should it be? Blending or testing?!? I never really did understand all the alpha stuff. Quote Link to comment Share on other sites More sharing options...
cobaka Posted March 13, 2005 Share Posted March 13, 2005 Alpha testing should be used for sharp breaks, like the holes in your heat shield, trees, etc. Alpha blending is good for gradual transitions, like flame textures, smoke and the like. Check your level builder PDF for details. A good choice for alpha testing would be greater than 128 (neutral grey). Quote Link to comment Share on other sites More sharing options...
Chems Posted March 15, 2005 Author Share Posted March 15, 2005 Worked perfectly Coback thanks mate much appreciated! Quote Link to comment Share on other sites More sharing options...
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