How does tranparancy work for glass textures?

irjasonirjason Join Date: 2009-02-05 Member: 66312Members
Still havn't understood how i can make my own transparent texter for glass, anyone know how to do this?

Comments

  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Proper glass transparency isn't in yet, something to do with calculating shadows I think, so currently the glass in game is a hack. It's a flat plane model with only an emissive texture (no diffuse). This lets us approximate glass although it tends to look a little too bright.
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    You currently need to use a model file / static mesh.

    Textures can not be used to be translucent, it seems as though they can have fully transparent and fully opaque part of the image but not translucent like glass requires.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    hope this is planned for v1, translucency is a kind of critical engine capability.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    I'm sure it is, there is apparently a new material system inbound but not implemented. That will probably address this issue.
  • irjasonirjason Join Date: 2009-02-05 Member: 66312Members
    awh thanks guys, couldn't understand when setting up a alpha channel for the dds materials why it wasn't working this explains alot ^^;
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1884220:date=Nov 8 2011, 07:45 AM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Nov 8 2011, 07:45 AM) <a href="index.php?act=findpost&pid=1884220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sure it is, there is apparently a new material system inbound but not implemented. That will probably address this issue.<!--QuoteEnd--></div><!--QuoteEEnd-->

    if they use node graphs for animation states, there's no reason not to have a node-based material system... hint hint
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