I know I'm probably missing something stupidly obvious buut I've messed with startools, searched here and in the documentation but...how do I get transparency to show up ingame? I have it in the alpha channel on the diffuse just like sc2's plants do..but in the cutscene editor and ingame it's always filled in (usually the red, as shown in the pic on the left). I've also tried it as tga and dds.
If its usually red, Im guessing its team color. To make sure you can change the team color in the cutscene editor and see if that changes it. Find a way to disable it (Sorry, no idea how to use art tools :( )
@smurfbizkit: Go Your model is set to use alpha as team color, not alpha as transparency. I think it doesnt work quite well if you enable both.
Yea, I don't want to enable both...where in startools does it list the 'use alpha as transparency? NOT team color' since I just checked again and couldn't find it.
Yeah, you need to separate the piece that needs the alpha channel as another mesh. The apply another material to it and use the following settings in the material:
In the Material Basic Parameters set the first drop down to Mask, the second to Blend, check the checkbox 2-Sided, this will give you a possibility to choose a Alpha Mask, and there you put your alpha layered texture map.
Actually, I realized the last thing was due to a dumb naming error on my end. :P The using it as a mask fixed it completely, thanks!
I'm still having this weird layer issue though (leaves underneath showing through leaves on top, the leaf half-outlined in red...should be fully visible since it's the topmost one).
Ok just updating here incase someone else ever bumps into the issue. The solution for the weird blending/layer issue was for me to just split the leaf model into 2, one for lower ones and one for upper. The lower kept a priority of 0, upper then got a priority of 1 and...all good. :)
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I know I'm probably missing something stupidly obvious buut I've messed with startools, searched here and in the documentation but...how do I get transparency to show up ingame? I have it in the alpha channel on the diffuse just like sc2's plants do..but in the cutscene editor and ingame it's always filled in (usually the red, as shown in the pic on the left). I've also tried it as tga and dds.
http://i.imgur.com/EOUUy0B.jpg
@smurfbizkit: Go
If its usually red, Im guessing its team color. To make sure you can change the team color in the cutscene editor and see if that changes it. Find a way to disable it (Sorry, no idea how to use art tools :( )
@smurfbizkit: Go Your model is set to use alpha as team color, not alpha as transparency. I think it doesnt work quite well if you enable both.
Yea, I don't want to enable both...where in startools does it list the 'use alpha as transparency? NOT team color' since I just checked again and couldn't find it.
Yeah, you need to separate the piece that needs the alpha channel as another mesh. The apply another material to it and use the following settings in the material:
In the Material Basic Parameters set the first drop down to Mask, the second to Blend, check the checkbox 2-Sided, this will give you a possibility to choose a Alpha Mask, and there you put your alpha layered texture map.
Hope this works
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
edit
I think you need to set the diffuse color to RGB and not RGBA , because the RGBA enables the use of team coloring and you don't need that
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Actually, I realized the last thing was due to a dumb naming error on my end. :P The using it as a mask fixed it completely, thanks!
I'm still having this weird layer issue though (leaves underneath showing through leaves on top, the leaf half-outlined in red...should be fully visible since it's the topmost one).
http://i.imgur.com/8jSS72v.jpg
Ok just updating here incase someone else ever bumps into the issue. The solution for the weird blending/layer issue was for me to just split the leaf model into 2, one for lower ones and one for upper. The lower kept a priority of 0, upper then got a priority of 1 and...all good. :)