Circa Posted March 18, 2013 Posted March 18, 2013 I've been trying to figure out how to make certain areas of a skin transparent. I know other skins do this, and I've looked everywhere on how but I can't figure it out. Let's say I'm trying to get rid of the collar on Toshi's Luke Skywalker. How would I do that?
Mog Posted March 18, 2013 Posted March 18, 2013 Doesn't JKA use a specific colour for transparancy and/or shader?
eezstreet Posted March 18, 2013 Posted March 18, 2013 JKA uses certain colors for transparency only if you have a shader. Otherwise, just use an alpha channel for TGA/PNG
Circa Posted March 18, 2013 Author Posted March 18, 2013 I tried using the alpha channel with a TGA but it didn't work. I'll try with PNG instead.
Kualan Posted March 19, 2013 Posted March 19, 2013 It definitely works with .png (used it a couple of times on my clone skins), never used it with .tga though. Let us know if you run into any more trouble and I'll do my best to help out.
Circa Posted March 19, 2013 Author Posted March 19, 2013 It definitely works with .png (used it a couple of times on my clone skins), never used it with .tga though. Let us know if you run into any more trouble and I'll do my best to help out.It just makes the transparent areas white. :/
Kualan Posted March 19, 2013 Posted March 19, 2013 It just makes the transparent areas white. :/ If you are testing it in ModView don't forget to activate 'Alpha Blend' under the View tab.
CaptainChar Posted March 19, 2013 Posted March 19, 2013 I dunno if this would answer what I did with TGA files, the originals were PNG's but the tutorials called for TGA'sif I recall the TGA is a 24bit + alpha you can open it in photoshop though and verify, I can dig up the original PNG as well, since I kept all my Castle textures archived This is from my Haunted Graveyard Map Fence TGA:http://www.mediafire.com/view/?z6hrhqv998gi9qv textures/graveyard/fence { Cull none qer_editorimage textures/graveyard/fence.tga { map textures/graveyard/fence.tga blendFunc blend alphaFunc GT0 depthWrite rgbGen identity } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } }
Circa Posted March 19, 2013 Author Posted March 19, 2013 I'm viewing it ingame. Still can't get it to work. I looked at that fence.tga and didn't learn any more than looking at other skin's files. Oh well. It won't even look good with it transparent anyway. It will have to be remodeled I suppose, which I can't do and nobody does anymore.
mrwonko Posted March 19, 2013 Posted March 19, 2013 eezstreet, on 18 Mar 2013 - 19:39, said:JKA uses certain colors for transparency only if you have a shader. Otherwise, just use an alpha channel for TGA/PNGDon't you still have to use a shader when using the alpha channel? Or is the default shader sufficient? --edit--Way to answer too late. That was the latest post I read. OmegaSigma, that shader is not useful for models since it references a lightmap, which playermodels don't have. Master_Ibonek, take a look at the shader for Chewie's fur instead, that's transparent as well.
CaptainChar Posted March 19, 2013 Posted March 19, 2013 Yeah I didn't catch on it was for models, my bad, most models ive worked with have their alpha in the rendor stage (3D max) so I still assume its a shader, the only models ive made are map objects
Circa Posted March 19, 2013 Author Posted March 19, 2013 I tried the one that Chewie's fur uses, and the game just crashes. <_>
CaptainChar Posted March 19, 2013 Posted March 19, 2013 well major kusangi's hair the texture is rather flat, and Im assuming the shader removes the black from the image or the TGA has alpha models/players/kusanagi/hair{ cull disable { map models/players/kusanagi/hair.tga alphaFunc GE192 rgbGen lightingDiffuse }}
Circa Posted March 19, 2013 Author Posted March 19, 2013 well major kusangi's hair the texture is rather flat, and Im assuming the shader removes the black from the image or the TGA has alpha models/players/kusanagi/hair{ cull disable { map models/players/kusanagi/hair.tga alphaFunc GE192 rgbGen lightingDiffuse }}Still crashes.
CaptainChar Posted March 19, 2013 Posted March 19, 2013 what model are you trying to work with? NVM I see the only think I can think of is erasing or completely deleting the collar form the texture if its a TGA and assigning that as the alpha layer
mrwonko Posted March 19, 2013 Posted March 19, 2013 I've got this feeling the problem is your file, not the shader.
Circa Posted March 20, 2013 Author Posted March 20, 2013 I've got this feeling the problem is your file, not the shader.I don't know why that would be the case. Oh well. I'm not that determined to get it. I realized it would look bad without remodeling anyway. Thanks for the help anyway.
mrwonko Posted March 20, 2013 Posted March 20, 2013 I don't know why that would be the case.Because no matter what shader you use, it doesn't seem to work. So the shader can't be the problem, right?
Circa Posted March 20, 2013 Author Posted March 20, 2013 Because no matter what shader you use, it doesn't seem to work. So the shader can't be the problem, right?I just mean that I don't know what the problem with it would be. No clue at all. Now it's not crashing but it doesn't make the alpha channel transparent. If you must know, I'm rekinning Toshi's Luke to how he looks in A New Hope. It would be fine if it didn't have the collar there.
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