TGA? Alpha Channel In The Correct Folder?
#15776 posted by
aDaya on 2016/01/11 13:21:51
I need to know more...
#15777 posted by
JneeraZ on 2016/01/11 14:05:24
Basically, the "{" tells the game engine to go read an external texture rather than using what's in the WAD file. The texture in the WAD has none of the alpha channel information in it.
I don't know the specifics, someone else will I'm sure, but you need to have the proper TGA file complete with alpha channel somewhere that the game engine can see it for loading.
#15778 posted by
- on 2016/01/11 14:18:33
you don't need to use -fence, that is a light compile only thing for it to try and cast shadows based on your cutout textures.
alpha cutout textures simply need a few things to work: { prefix on the name of the texture; it needs to be applied to an entity (func_wall, func_illusionary, etc); and the parts which are going to be invisible need to be palette color 255. You don't need to compile specially, the engine is what does the work.
did you grab {swvine texture from the arcane dimension start map (or any AD map that used it)? if so, you should be all set, it would've been named correctly... open the compiled .bsp in texmex and be sure the texture is renamed, I suspect you've likely messed something up there either in the .map or in your .wad. Did you remember to change the brush in your map to the renamed texture?
Ignore JneeraZ, No TGA Stuff Is Needed, He's Mistaken
#15779 posted by
- on 2016/01/11 14:19:10
#15780 posted by
JneeraZ on 2016/01/11 14:21:21
Oh, this is just pure masking ... OK.
#15781 posted by
czg on 2016/01/11 14:43:13
Make sure texmex isn't doing that thing where it replaces fullbrights with not-fullbrights. 255 is a fullbright.
#15782 posted by
adib on 2016/01/11 15:10:11
Along with its WAD version, your texture must be an external file, a TGA image with an alpha channel where black pixels are transparent and any other shade of gray (better use white) are opaque. This file must be in a <mod>/textures folder.
It works in MarkV and QS.
Sorry,
#15783 posted by
adib on 2016/01/11 15:14:13
another one mistaken here.
Scampie
#15784 posted by
aDaya on 2016/01/11 17:00:24
I'm using that texture from the Wad of Daikatana ep1, taken from Quaddicted's wad bank. After checking the vine texture it had the wrong background color (it seems like this is a common problem in Quaddicted's wad bank), so I fixed it and run it. Darkplaces still doesn't recognizes the transparency (is there a commandline that can fix this?), but Quakespasm runs it like it should:
http://image.noelshack.com/fichiers/2016/02/1452527281-spasm0000.png
http://image.noelshack.com/fichiers/2016/02/1452527283-spasm0001.png
Also lighttorches I underestimate them once again. 2stronk4me.
Speaking of light, fog comes out fine in Quakespasm but is non present in DP. Same thing with the sky texture, it's all black even though I put lights (sunlights still have light and shadow issues with ericw's compiler it seems, or the small sky openings in the cieling make things fuzzy somehow). What the hell
DP
Does not support alpha textures. That is the reason you need an external tga file
#15800 posted by
JneeraZ on 2016/01/11 19:48:01
"14 new posts! This gonna be goo ... oh."