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  1. Beiträge anzeigen #1 Zitieren
    Veteran
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    Frank-95 ist offline

    Glass effect vobs

    Hi all!

    Is it possible to create vobs with alpha polygons? Not full alpha, any value between 0 and 255

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    Ritter Avatar von Diego93
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    It is. I had the problem that a polygon with the semi transparent material had to be present in the world mesh as well or it would not work.

    The rest is the same as for other semi transparent materials. Set alpha func and provide a 32 bit tga with alpha channel.

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    Veteran
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    Frank-95 ist offline
    Mmm I couldn't make it work. I added one single polygon with the semi alpha texture, and then I applied it to my mesh. The result is that the texture produces full transparent polygons.

    These are the texture info (via ImageMagick):

    Code:
      Format: TGA (Truevision Targa image)
      Class: DirectClass
      Geometry: 200x200+0+0
      Units: Undefined
      Type: PaletteAlpha
      Base type: TrueColorAlpha
      Endianess: Undefined
      Colorspace: sRGB
      Depth: 8-bit
      Channel depth:
        Red: 8-bit
        Green: 8-bit
        Blue: 8-bit
        Alpha: 8-bit
      Channel statistics:
        Pixels: 40000
        Red:
          min: 125 (0.490196)
          max: 125 (0.490196)
          mean: 125 (0.490196)
          standard deviation: 0 (0)
          kurtosis: 0
          skewness: 0
          entropy: -1.#IND
        Green:
          min: 32 (0.12549)
          max: 32 (0.12549)
          mean: 32 (0.12549)
          standard deviation: 0 (0)
          kurtosis: 0
          skewness: 0
          entropy: -1.#IND
        Blue:
          min: 32 (0.12549)
          max: 32 (0.12549)
          mean: 32 (0.12549)
          standard deviation: 0 (0)
          kurtosis: 0
          skewness: 0
          entropy: -1.#IND
        Alpha:
          min: 141 (0.552941)
          max: 141 (0.552941)
          mean: 141 (0.552941)
          standard deviation: 0 (0)
          kurtosis: 0
          skewness: 0
          entropy: -1.#IND
      Image statistics:
        Overall:
          min: 32 (0.12549)
          max: 141 (0.552941)
          mean: 82.5 (0.323529)
          standard deviation: 0 (0)
          kurtosis: 0
          skewness: 0
          entropy: 0
      Colors: 1
      Histogram:
         40000: (125, 32, 32,141) #7D20208D srgba(125,32,32,0.552941)
      Rendering intent: Perceptual
      Gamma: 0.454545
      Chromaticity:
        red primary: (0.64,0.33)
        green primary: (0.3,0.6)
        blue primary: (0.15,0.06)
        white point: (0.3127,0.329)
      Alpha color: grey74
      Background color: white
      Border color: srgb(223,223,223)
      Transparent color: none
      Interlace: None
      Intensity: Undefined
      Compose: Over
      Page geometry: 200x200+0+0
      Dispose: Undefined
      Iterations: 0
      Compression: None
      Orientation: Undefined
      Properties:
        date:create: 2017-06-18T11:26:26+02:00
        date:modify: 2017-06-18T11:27:20+02:00
        signature: 5c3fe2b3b88329b18d7ae9db6dc863e0db3eefcf8cc56230d3ff1eb585eda6b1
      Artifacts:
        tga:image-origin: TopLeft
        verbose: true
      Tainted: False
      Filesize: 160KB
      Number pixels: 40K
      Pixels per second: 1.481MB
      User time: 0.016u
      Elapsed time: 0:01.027
      Version: ImageMagick 7.0.3-0 Q16 x64 2016-09-05 http://www.imagemagick.org
    Does alpha channel seem to be okay to you? It seems so to me

    As regards the mesh, I ensured that the semi alpha was visible in the render view, but then I noted that after export and re-import, in the render view the texture was full opaque again. Perhaps krximpexp is not able to export alpha?

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    Ritter Avatar von Diego93
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    Zitat Zitat von Frank-95 Beitrag anzeigen
    Does alpha channel seem to be okay to you? It seems so to me
    Yes I think it looks alright.

    Perhaps krximpexp is not able to export alpha?
    Kerrax does only export the material name and the diffuse texture name from what I know. How it is rendered and which texture is used does not depend on the exporter.

    The most important thing is that you set up the material filter correctly. Let me write down all steps needed.
    1. Export your 32-bit file with alpha channel.
    2. Put it inside your gothic texture directory
    3. Open your world mesh in 3D Software and add the texture to at least one polygon, preferrably one that won't be seen in the game
    4. Import that mesh in spacer and check material filter "trash". The new material/texture should be listed.
    5. Move this new material to another materialfilter and set it's alphafunc to "blend"
    6. Exit spacer and save the material filter
    7. This polygon should be semi transparent (255 possible steps from visible to invisible) in game. If it does:
    8. Add the texture to the vob in 3D Software and export it.
    9. Ensure that if you open the vob as world mesh in spacer, the material is applied correctly and does look semi transparent.
    10. Delete all compiled files of the vob
    11. It will look wrong in spacer, but in game the vob should have a semi transparent look.

    At least this worked for me. Hope it will for you.

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    Veteran
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    5. Move this new material to another materialfilter and set it's alphafunc to "blend"
    6. Exit spacer and save the material filter
    Thank you! I missed that part, it works now!

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    Veteran
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    Frank-95 ist offline
    Okay I hadn't tested it in game, it only worked more or less in the spacer.

    I added the polygon and set the material:
    Code:
    [% zCMaterial 39939 4]
        name=string:SEMIALPHA_BROWN
        matGroup=enum:0
        color=color:125 32 32 255
        smoothAngle=float:60
        texture=string:BROWN_SEMIALPHA.TGA
        texScale=string:128 128
        texAniFPS=float:0
        texAniMapMode=enum:0
        texAniMapDir=string:0 0
        noCollDet=bool:0
        noLightmap=bool:0
        lodDontCollapse=bool:0
        detailObject=string:
        detailObjectScale=float:1
        forceOccluder=bool:0
        environmentalMapping=bool:0
        environmentalMappingStrength=float:1
        waveMode=enum:0
        waveSpeed=enum:2
        waveMaxAmplitude=float:30
        waveGridSize=float:100
        ignoreSunLight=bool:0
        alphaFunc=enum:2
        defaultMapping=rawFloat:2.34375 2.34375 
    []
    The mesh material has the same name and in fact I can see the trasparent texture in the spacer, flickering though. I mean it isn't still, but appears and disappears as I move the camera.

    In game I see it fully opaque though. This is the mesh whose base is the lantern by mud.freak

    semialpha.7z

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