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Author
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Topic: Transparency
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Kraftwerk Pilot
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posted 03-30- 02:41 PM
How do I get the Lods which show up transparent in AC3d and OPS to show up transparent in the game? I gathered that I hafta set shininess to 0 as im not gonna texture it, but anything else doesn't have any effect in the game. Shows up fine in OPS most of the time. If i have shininess to any value not 0, OPS crashes on LOD import.IP: Logged |
Razer Pilot
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posted 03-30- 02:49 PM
set the flags in the LOD to 1fff ( think thats it) Look at the pink where it says poly color, you need to make this 1FFF. This should make it transparent. There is also a flag change in the ASC file but right now i can't think of it. ------------------
Tony "Razer" Martin http://www.fshangar.com IP: Logged |
Kraftwerk Pilot
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posted 03-30- 03:10 PM
Open it where, razer? In notepad or in Ac3d? If it is edit object data in Ac3d that didn't work.IP: Logged |
Laika 801 Pilot
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posted 03-30- 03:37 PM
Use the extractor to get the single lods !Polygon colour : 1 number is the transparency/alpha (0=transparent/f= "soild"),last three numbers are the color (I think BGR, dunno why). I´m not sure if the values are exact as I described them. LK IP: Logged |
Jaguar Pilot
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posted 03-30- 04:42 PM
The way I understand it, you haveto texture map the objest, even though you are making it transparent (ofcourse I could be way out to lunch here). Then do as Razer says. You should talk to RazOr. He's the glass man.Save the lod from AC3D, then open it in Notepad (I use Editpad) and make the changes. Save, then import it into OPS. ------------------ Cheers! Jaguar The FS Hangar IP: Logged |
Laika 801 Pilot
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posted 03-31- 03:27 AM
I dont think you had to texture map the object in general, it depends on what you will do. I.e. my cockpit glass is not textured at all. If you want to do more something like the fastprop or bulletholes you had to texture your lod, set the texture flag to transparent (read Sv´s tutorial) and make an alpha layer for the texture. IP: Logged |
Kraftwerk Pilot
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posted 03-31- 04:23 AM
Yeah, I did what Razer suggestes and opened a lod in notepad, and changed every single texture fflag to 1fff. No luck. I haven't textured this part or anything, It is a canopy frame with embedded glass panels. Even tho I set the whole thing to transparent, it doesn't show up that way in the game.IP: Logged |
Laika 801 Pilot
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posted 03-31- 01:37 PM
Hmm. Strange !Here is a line out of my "canopy" lod, maybe this helps ? 3652 0 3 1 10 0.0004452219291 -0.05939590186 0.9982343912 93 94 95 Make sure the texture index is 0. LK
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Kraftwerk Pilot
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posted 04-01- 08:29 AM
Of course... I set the shininess to 0 in ac3d but I dont think that it shows up that way in the notepad-lod. Will try!
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Kraftwerk Pilot
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posted 04-01- 09:32 AM
Okay---As Laika correctly pointed out, the first number is the transparency value. Setting this to 1 will make it solid, right? Anyways, I used the 3652 and.. problem solved! So I gather I can set the last three to anything BUT fff...which makes it solid black. That was what I was getting. Thanks guys!BUT!!!! What does the "flag number" do? When I export from ac3d it reads either 80 or 90 when i define 2-sided surfaces. This makes the canopy show up fine in OPS seen from the outside, but solid black in the game both inside and out. When i set this value to 10, its shows up fine in OPS and in the game from the outside. But I can't see it from the inside! What gives? [This message has been edited by Kraftwerk (edited 04-01-2000).] IP: Logged |
Laika 801 Pilot
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posted 04-01- 12:45 PM
Wrong ! (I think ) Setting it to f will make it solid !Polyfalg is described in the OP-Specification on Page 7: "flags is a bit field in the following format..." i.e. 00010000 (bin) = 10 (hex) that gives you a single sided solid filled poly, with no subface nesting and primary surface axis (important for damage detection) z. 10010000 (bin) = 90 (hex) gives you a double-sided-solid-filled-non-subfaced polygon with primary axis z. Make sure using hexadecimal when changing the flag in a lodfile. LK IP: Logged |
Kraftwerk Pilot
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posted 04-02- 12:24 PM
Okay that's all fine and dandy. However, I'm not very strong in computer sciences. Anyways, OpenPlane doc says that 1 is "both sides visible". Is this the first or second number? I'm looking for a value that will make the glass visible from both side, and transparent to boot.IP: Logged |
Laika 801 Pilot
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posted 04-02- 02:30 PM
Huh ? I´m an idiot in computer sciences, so this might be not correct but the first bit in the 8-bit-flag-field makes the poly 1-sided when it is set to 0 or 2-sided when it is set to 1. The glass is one single poly = no subface nesting = 00. Primary axis ? I think y (?) = 01. Poly Style = solid filled = 000.All in all: 1 00 01 000 and the calculator says this is 88 in hexadecimal and this is the value for the flag. Does that work ? LK IP: Logged |
Laika 801 Pilot
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posted 04-02- 02:33 PM
Oups, I forgot to say that the transparency is set with the polygon colour when the texture index is zero. It does not matter if the poly is 1- or 2-sided.IP: Logged |
Kraftwerk Pilot
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posted 04-02- 03:03 PM
Well..seems to me that it does matter what this value is. When I edit the canopy in Ac3d, it shows up solid in the game. I hand-hack the flags to ten, make sure that the texindex is zero then set the alpha and color. But when I again edit the part in Ac3d, it shows up solid again, even tho it was transparent when i imported it and did not change anything before reexporting. Ac3d's fault?IP: Logged |
Bryan Russell Pilot
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posted 04-02- 09:56 PM
If it helps this is what I found when I had some problems with Transparency in OPS:* For the colour value, wxyz, w = alpha, xyz = rgb. (hmmm on second thoughts maybe argb would have been a better notation, oh well..) * A alpha value of '0' will make it solid, i.e. without transparency * A alpha value of 1 to f will do varying levels of transparency from 1 (almost fully transparent) to f (solid) note that I suspect even though the results are the same, '0' and 'f' are different as far as the engine goes. 'f' is actually transparency that is so opaque that it is solid, while '0' turns transpancy 'off'. * Making a poly 2-sided via the flags seems to make the poly solid for some reason. Maybe there is a alpha value that it works with but I havn't seen it. Workaround is to have two back-to-back polys if you realy want this effect. Note that OPS will show a poly with the 2-sided flag with transparency. BTW '1fff' as used in most of mposis's stuff will make a very transparent poly coloured white.
Bryan
[This message has been edited by Bryan Russell (edited 04-02-2000).] IP: Logged |
Laika 801 Pilot
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posted 04-03- 08:12 AM
ABGR !  IP: Logged |