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Post by Jason777 on Sept 6, 2010 19:41:29 GMT -5
If im not mistaken, transparency can be done with Obj2Area. The question is, how would i do it? I have to use PNG textures right? Please describe how in an understandable/detailed way Thank you in advance
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Post by Arcaith on Sept 17, 2010 3:37:37 GMT -5
It's fairly simple, you just need to use a png file that has an alpha/transparency channel. Any textures exported with UoT or OZMAV/2 are png, and have alpha channels where they are transparent.
If you're using any other textures from other sources, just make sure that it has an alpha channel and it should import with one. These textures will generally import as RGBA, so the maximum number of pixels it can have it 2048. So textures cannot be larger than 32x64, 16x128, 8x256 etc.
Hope this is useful to you, if your question hasn't already been answered.
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Post by Jason777 on Sept 17, 2010 16:29:22 GMT -5
I heard from spinout that transparency wasn't really compatible... But that was on the old GCN forums
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Deleted
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Post by Deleted on Sept 17, 2010 17:09:54 GMT -5
It imports as a 5551 type texture so the alpha is either on or off. I haven't tried importing textures with alpha channels so I don't know how the textures come out after they're converted if they have pixels that are only semi-transparent.
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Post by Arcaith on Sept 17, 2010 23:51:16 GMT -5
What DeathBasket said. To put it in simple terms, with 5551 textures, the transparency works the same way that it does with .gif files. A pixel is either fully transparent, or not transparent at all.
I've been testing the support for IA textures, but since my computer is being retarded and not saving 16 bit grayscale pngs, I'm having a little difficulty with that particular endeavour.
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