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Alpha Chanel, most wanted.

by marvin2k on 12/08/2006 19:38, 5 messages, last message: 12/10/2006 20:57, 1083 views, last view: 04/06/2024 02:12

Hello.

I,m a 3d modelator, maybe somebody use my recent modeles for cube2 on Quadropolis. Like a modelator, the most wanted tool is Alpha chanel, can work with BMP or TGA file formats and we use to create transparenci with gladients. Really we love it but in Cube doesn,t work proprely.

I suggest you that solve that problem if is posible, because the models and general work will win presence. Anyway the work that you made is impresionant, congratulations!

other question, the md3 models can use Bump mapping like maps?

thats to all
Best Regards

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#1: ..

by makkE on 12/09/2006 14:13

Don´t confuse people, you´re wrong. As of now, Sauer does NOT support Bumpmaps on md3´s and probably never will.

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#2: ..

by marvin2k on 12/09/2006 17:49

(Don´t confuse people, you´re wrong. As of now, Sauer does NOT support Bumpmaps on md3´s and probably never will.)

yes i supose it, but alpha channel is most important, isnt it?

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#3: ..

by makkE on 12/09/2006 20:30

Alpha mask (is possible with png). Marvin is asking for alpha blending (more/less oppaque).
Would be useful I agree.

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#4: Re: ..

by Aardappel_ on 12/10/2006 02:36, refers to #3

alpha blending requires perfect polygon sorting, which would hurt performance a LOT. The current method hides the lack of sorting well.

For an alpha example, look at the trees.

normalmapped models will be supported with the future skeletal animation format, not md2/md3 (I can't explain why without a 3 page intro into tangent space implementation issues).

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#5: ..

by marvin2k on 12/10/2006 20:57

ok, i think i understand. But maybe i don,t explain well that i want. I don,t speaking about alpha blending on game polygons, i was talking about md2/md3 poligons. Thees explample are ok for trees, but not for many md3 like glass, or especial effects.
anyway i supose you are speaking, like me, about md3/md2 models.

thaks a lot for explantion.
bye!

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