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Transparent textures

by Calinou_ on 04/25/2010 12:52, 20 messages, last message: 05/01/2010 16:32, 1830 views, last view: 04/27/2024 14:12

Hi, (sry for underscore in name)

I'm asking a thing.
When will be transparant textures avalaible ?
Like /skytexture 0 emulation.
Or why not make 2 skytexture ? One that you can config (for old map support) and another of always 0.

Regards,
Calinou

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#1: ..

by Razgriz on 04/25/2010 21:54

configurable texture transparency would be awesome, because we wouldn't have the need for glass anymore.

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#2: Re: ..

by baby~rabbit on 04/25/2010 23:32, refers to #1

I'm curious, please describe what you would expect to see if the surface texture of a solid cube was transparent.

(serious question - I'm not trying to mock anyone)

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#3: Re: ..

by |ice|sub-zero|L on 04/26/2010 03:39, refers to #1

Actually, I have looked into that, the problem is, i don't know C/C++ and even if i did, you'd have to mix envmapping with blending.

To make this short, unless you have some skill with such, making a testure like glass/mirror might take a while.

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#4: ..

by K1P57A on 04/26/2010 11:33

You'd have to implement the possibility to use .png format as texture (I honestly don't know if that's implemented yet). The next step would be to programm alpha channel possibility for .png files, and then last but not least you'd have to apply the whole thing for cubes...

Possible? Perhaps. Will you find sumone that will be willing to code this? Questionable :(

(Ps. don't get me wrong, I'd support the idea, I just know that generally there's a lot of good ideas, but it takes some time untill the best ones get realised)

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#5: Anim

by Calinou_ on 04/26/2010 11:52

Would be possible to do animation shader + transparency ?

Yea, K1P57A, png are already implemented. Even .dds ! (direct draw surface)

Why not a command like this ? setshader alphaworld
I think it's good to implement some alpha-textures in next release if did, so we can do decals easily without mapmodels.

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#6: Re: ..

by Razgriz on 04/26/2010 18:01, refers to #2

i can only expect that a transparent texture would allow textures of other cubes to be seen, unlike skytexture which can cause "holes" in that matter.

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#7: Re: ..

by SheeEttin on 04/26/2010 22:54, refers to #6

I believe you can make textures transparent with blendmaps:
Set up blending, entirely paint the texture, then remove the blend layer from the CFG.
(I can't find the post that detailed how to do it.)

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#8: Re: ..

by Razgriz on 04/27/2010 08:29, refers to #7

heh, i haven't yet learned how to blendmap, and most people won't sit with you 15 minutes to show you how to do it yourself instead of pointing you to wikis that are bound to take a lot longer to understand (if you 'ever' manage to understand).

still though i don't think this would allow visibility of other cube faces without leaving holes, will it?

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#9: Chainfence

by Calinou_ on 04/27/2010 17:41

Or we can use setshader blackalphaworld for jpg alpha, and alphascale.

Like for creating chainfences and/or detailled objects.

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#10: Re: ..

by SheeEttin on 04/27/2010 20:53, refers to #8

All the blendmap modes are bound to the numberpad, so you can set it up and play with it to figure out how it works. It's actually pretty simple.
(Unless you're like me, and are using an underpowered open-source graphics driver, in which case textures aren't blended in editmode. :( )

But yes, as a solid cube only has an outside, you would be able to see through it. If that's undesirable, you can hollow out the cube.

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#11: Re: ..

by Razgriz on 04/27/2010 22:52, refers to #10

we could not use hollowed cubes when making semi-transparent bottles :P

that is the difference, and by solving that issue you would make glass material useless :)

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#12: Re: ..

by Blarget2 on 04/28/2010 03:11, refers to #11

well blending is quite simple actually. ill show you when i get the chance. it involves the numpad and a map cfg file.


im going to experement with texture blendign to see if i could make bendable glass:P

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#13: another use...

by |ice|sub-zero|L on 04/29/2010 00:37

another use to all of this (though sauer is not a sci fi game) is cloaking. though again as i said, this might take a while....

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#14: ..

by baby~rabbit on 04/29/2010 03:36

Assuming that a cube is a box and that by making a side transparent one could see inside (or even through) the box, then:
1/ You'd be seeing inside the cube, i.e. the back of some things, which aren't generally rendered.
2/ You'd need the things seen through the side to be rendered before the side itself, which is not always the case.

Transparency is hard - that's why glass is done as a special case via material.

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#15: Re: ..

by Blarget2 on 04/29/2010 12:22, refers to #14

and what do we conclude to this?

force eihrul to add material bending!
MUAHAHAHAHAHAHAHAHA!

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#16: Re: ..

by Razgriz on 04/29/2010 13:12, refers to #15

we already have that. certain materials can be blended

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#17: Re: ..

by tempest on 04/29/2010 13:35, refers to #14

Not really that hard, as far as I can see.

1. No, because OpenGL doesn't render faces when you look at them from the back side (back-face culling)

2. I think OpenGL would take care of that too.

All in all, it's not too much work, but I can't see much use for it tbh. And if you want to get rid of the old glass material, that's really a lot of work.

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#18: Blendmaps

by Calinou_ on 04/30/2010 16:05

Blend maps are cool, but we can't do :
-wall painting (AC but it's not)
-very accurate painting (1*1 pixel brush ? why not ?)

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#19: Re: Blendmaps

by Quin on 05/01/2010 09:58, refers to #18

Just to put an end to this discussion; Alpha blended textured geometry is now in SVN, expect to see it in the next release.

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#20: THX !!

by Calinou_ on 05/01/2010 16:32

@Quin : Thanks !!

Just one question : can we use a .png texture to set alpha in some places ? (eg. chainfence)

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