CGMan Posted September 4, 2012 Share Posted September 4, 2012 I don't know if this problem has already been solved I've got a problem rendering transparency in 3DWS. The surfaces are still solid, with no transparency applied. I'm using Win 7 64bit and a NVIDIA GTX580. I created some shoe sprites to fill a shelf in a shopping mall, texture resolutions are 128x256, 256x128 and 256x256, file format is DDS DXT5, with mipmaps, the alpha channel only covers the shoe itself, so that all sould be fine. I also plan to add clothing, it would be great to see the results in realtime, its difficult to work without that feature. The screenshot shows what it currently looks like Thanks in advance Quote Link to comment Share on other sites More sharing options...
Manuel Posted September 11, 2012 Share Posted September 11, 2012 I don't know if you can make the alpha chanel in 3DWS, but you can change it in your game engine, so if your target is use the scene in a game engine, no problem, just make the alpha in it. 1 Quote Link to comment Share on other sites More sharing options...
macklebee Posted September 11, 2012 Share Posted September 11, 2012 it worked at one time in 3dws, and a bug report was posted at the time for it... but manuel is correct, your game engine will handle the transparency anyways so it doesnt necessarily have to work in 3dws. 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
karmacomposer Posted January 21, 2013 Share Posted January 21, 2013 I do have a problem with transparency in LE 2.5. I have some 3D objects that utilize billboards and have textures where black is supposed to be transparent. I convert them to .gmf using uu3d and when I bring the object into Leadwerks Sandbox the transparent part of the textures are not transparent. Is there commands I need to set for the object or is it supposed to come in transparent and something is wrong with my models? Thanks. Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Canardia Posted January 21, 2013 Share Posted January 21, 2013 You need to put the parts of the model which are transparent in the foreground world. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 21, 2013 Share Posted January 21, 2013 This is not actually necessary unless you have graduated levels of transparency. You can have full transparency in the main world, you just need to ensure you use the alphatest versions of the shaders in the material files. Look at the various tutorials available on the Leadwerks Wiki, there is one on materials and texturing. Or conversely look at Aggror's Leadwerks Guide. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
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