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Making water see threw.. [message #-990558] |
Fri, 29 November 2002 14:11 |
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i dont know nuthing about modding so im just taking a guess, is there sumthing liek optaciy (sp) or alpha, ussaly changes the visability of a image
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Making water see threw.. [message #-990552] |
Sat, 30 November 2002 05:51 |
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Set the Shader to "Alpha Blend" and change the Opacity and Translucency values until you reach the transparency you wish.
Values used by me on Snow Maze: Opacity - 0,7 Translucency - 0,4
Hope that helps
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Making water see threw.. [message #-990549] |
Sat, 30 November 2002 02:09 |
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Wrong Andre. This is how i did it.
Set Opacity to 0.5, then in w3d opitions hit Valpha, I don't know if this one matters but in material editor i tried making it Alpha blend, dont know if that made a impact. If your water is to clear, notch up the opacity, .9 gave me a nice one.
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Making water see threw.. [message #-990547] |
Sat, 30 November 2002 03:54 |
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quote: Originally posted by greenhaze2003: Wrong Andre. This is how i did it.
Set Opacity to 0.5, then in w3d opitions hit Valpha, I don't know if this one matters but in material editor i tried making it Alpha blend, dont know if that made a impact. If your water is to clear, notch up the opacity, .9 gave me a nice one.
Dude, it's not wrong. You just made in a different way. Besides, I used those values to make a transparent window, not water
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Making water see threw.. [message #-990544] |
Sat, 30 November 2002 12:30 |
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There are lots of ways to do it, but using Alpha Blend and changing opacity could screw it up once the vertex solve is done, so try using Multiplay and Add for the shader...instant transparency.
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Making water see threw.. [message #-990543] |
Sat, 30 November 2002 14:55 |
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quote: Originally posted by YSLMuffins: There are lots of ways to do it, but using Alpha Blend and changing opacity could screw it up once the vertex solve is done, so try using Multiplay and Add for the shader...instant transparency.
It doesn't give the same effect.
Multiply and add are two types of shaders meant to be used with a multi-pass material, for giving more detail to a texture by overlapping it with another.
It will look weird being transparent. Too dark or too light. Your best bet is to make the water and such a separate W3D and call it in through a proxy when you're done with the map... Then when you export the map, it is totally finished.
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Making water see threw.. [message #-990542] |
Sat, 30 November 2002 15:01 |
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quote: Originally posted by André: quote: Originally posted by greenhaze2003: Wrong Andre. This is how i did it.
Set Opacity to 0.5, then in w3d opitions hit Valpha, I don't know if this one matters but in material editor i tried making it Alpha blend, dont know if that made a impact. If your water is to clear, notch up the opacity, .9 gave me a nice one.
Dude, it's not wrong. You just made in a different way. Besides, I used those values to make a transparent window, not water
Translucency doesn't translate into Renegade.
As for your signature, change it. You're not a staff member of Renegade Generals... If you disagree with me, bring it up with Transnote, as I've already spoken with him about the matter and he concurs with what I have said.
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Making water see threw.. [message #-990541] |
Sat, 30 November 2002 15:27 |
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quote: It will look weird being transparent. Too dark or too light. Your best bet is to make the water and such a separate W3D and call it in through a proxy when you're done with the map... Then when you export the map, it is totally finished.
Hm, Ok. I figured out how to make it lighter and darker, and making it have that "moving" moition brings out a more realistic feature. Your way, which seeing is more complicated seems to probably work better and i'll try that way to, and compare the two types of rivers i made. Seems i only had a few decent replies here though. Thanks for the postive input ack.
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