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Showing results for tags 'alpha'.
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I'm trying to create a shader with transparency (like a glass). I set the Material in Alpha (I would expect more type like, choosing Dest and Src Blend), but I notice that the objects behind the transparent door are red, and sort is not correct. How to achieve the correct effect ? Is that supported ? Also I need more mode like premultiplied alpha or additive etc.. _Glass.mat diffuse+normal+alpha.shader
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SetColor(1,1,1, 0.5) don't work(For each models in fame). I've tried everything. Help, please. What am i doing wrong?
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DreamEater Alpha 0.1 unfinished level DreamEater its to be a psycological/Horror game. This is an unclear path but I will add more events and triggers to make it more creepy, one can say that this is a test track of what you are able to do;) it's a little beginner with lua scripts and stuff.
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I am trying to create a HUD out of some png images - but whenever I draw the image, it shows white where it should be transparent. The image is saved as a png with an alpha channel, but I tried tga as well with the same result. I am using 3.2 Indie Edition on Linux. The image file is attached. Here is my code to load the image: function Script:Start() self.texture = Texture:Load("Materials/HUD/hud.tex") end And here is my code to draw it: function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:SetColor(1, 1, 1) left = context:GetWidth() - self.texture:GetWidth() top = context:GetHeight() - self.texture:GetHeight() context:DrawImage(self.texture,left,top) context:SetBlendMode(Blend.Solid) context:Sync(); end What I think the problem is: The automated conversion to textures is converting all images to DXCT1 RGB which has no alpha channel, but the working transparent textures that come with the editor use RGBA.