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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Creating Alpha Textures for SoF II?
Scriptkiddy
General Member
Since: Feb 6, 2003
Posts: 93
Last: Jan 4, 2004
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Level 3
Category: SoFII Mapping
Posted: Tuesday, Aug. 5, 2003 12:57 am
Ok, we have tried several ways to create transparant textures for SoF II but we've had no luck.

We saved the file as a .png file.
We tried to save it as a .tga file but the editor didn't like that so it didn't work.

Point, we made the textures partially transparant, but in-game they are not transparant.
What do we need to do to let the transparancy work? Which settings do we need?

Thanks in advance,
Frank
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rEdrUmMDK
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Since: May 29, 2002
Posts: 6787
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Category: SoFII Mapping
Posted: Tuesday, Aug. 5, 2003 02:07 am
All I done was a simple little search in this forum and came up with this. I had no luck with it so if you get it figured out let me know. lol

Alpha Texture Thread
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Level 8
Category: SoFII Mapping
Posted: Tuesday, Aug. 5, 2003 03:59 am
you can do it 2 ways

PNG file: start with a transparent layer in photoshop, the transparency ingame is where you dont draw, no need for an alpha channel.

32 bit TGA: make all the transparent parts 128 grey and also create an alpha channel.

both ways need a shader for them made. i suggest to rename and use one of ravens tranparent textures to test if your problems are in the shader you made or if the problem is with your texture. with a little trial and error you will figure it out.
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Scriptkiddy
General Member
Since: Feb 6, 2003
Posts: 93
Last: Jan 4, 2004
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Level 3
Category: SoFII Mapping
Posted: Monday, Aug. 18, 2003 12:21 pm
Ok I'm way over my head right now. How do you make this work?

This is what I have done:

1. I made a square on a transparent background in Photoshop.

2. I saved it as a 512 x 512 TGA file, Interlace none. With this as a result:


The name of this image is: test.tga

3. I've loaded the texture in Radiant and everything looked fine.

4. I created the pk3 file and the shader. I named the shader: test.shader because the name of my map is test and I've put it in my pk3 in a folder named shaders
My shader looks like this:

textures/test/test
{
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm playerclip
surfaceparm monsterclip
q3map_alphashadow
cull disable
{
map textures/test/test
alphaFunc GE128
blendFunc GL_SRC_ALPHA GL_ZERO
depthWrite
}
{
map $lightmap
blendFunc GL_ONE GL_ZERO
depthFunc equal
}
{
map textures/test/test
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}


5. I Compile the the level, create the pk3, and I start the game. And what do I see? Well this:



So what am I doing wrong? I really want this to work and I hope someone can tell me what I am doing wrong here. I will keep trying until I know how to make this textures.

Hope to hear from some,

Frank
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foyleman
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Category: SoFII Mapping
Posted: Monday, Aug. 18, 2003 12:30 pm
make sure you have defined the transparent area in the alpha channel for that image in photoshop. look at your CHANNELS. you will have 3 for color (RGB) and a forth for alpha (transparency). if it doesn't exist, then create a new layer and it should end up being your alpha. whatever is black in the alpha channel will be transparent and white will be opaque.

Also, when you save as a TGA, make sure you save it as a 32bit image. 24 bit images do not contain alpha channel information.

I don't know if this is why your image is not working in the game, but it is important to know.
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delta_ray
General Member
Since: Aug 13, 2002
Posts: 19
Last: Jul 10, 2004
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Level 1
Category: SoFII Mapping
Posted: Monday, Aug. 18, 2003 01:06 pm
Use the PNG format instead of TGA and make the gray colour transparent.
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Scriptkiddy
General Member
Since: Feb 6, 2003
Posts: 93
Last: Jan 4, 2004
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Level 3
Category: SoFII Mapping
Posted: Monday, Aug. 18, 2003 01:19 pm
delta_ray writes...
Quote:
Use the PNG format instead of TGA and make the gray colour transparent.



[confused] What Gray colour? I have never used gray color so far....
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delta_ray
General Member
Since: Aug 13, 2002
Posts: 19
Last: Jul 10, 2004
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Level 1
Category: SoFII Mapping
Posted: Monday, Aug. 18, 2003 01:28 pm
From that test.png above

Isn't it gr"e"y? ;)
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Scriptkiddy
General Member
Since: Feb 6, 2003
Posts: 93
Last: Jan 4, 2004
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Level 3
Category: SoFII Mapping
Posted: Monday, Aug. 18, 2003 01:50 pm
My ID was to make the white area transparent. And you only saw the quare then.
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delta_ray
General Member
Since: Aug 13, 2002
Posts: 19
Last: Jul 10, 2004
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Level 1
Category: SoFII Mapping
Posted: Monday, Aug. 18, 2003 01:55 pm
I will create such an transparent image for you in the evening when I am at home. It's easier then you might think.
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