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About visibility for common textures.

This is a discussion on About visibility for common textures. within the Gunz Online forums, part of the MMO and MMORPG Developments category; Hallo everyone! I wanna need some help here.. I use common textures // lava02 material textures/common/lava02 { surfaceparm nonsolid qer_editorimage ...

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  1. #1
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    smile About visibility for common textures.

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    Hallo everyone!

    I wanna need some help here..
    I use common textures



    // lava02 material
    textures/common/lava02
    {
    surfaceparm nonsolid
    qer_editorimage "textures/common/lava02"
    qer_trans 0.50

    ~~~~~~~~~~~~~~~~~


    I need to make it more VISIBLE when in game.
    Its still like a SOLID when you look.


    is it any posibilities to make it more visible?


    Thanks for the help.

  2. #2
    ★ Andrée aka Nick ★
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    Re: About visibility for common textures.

    // lava02 material
    textures/common/lava02
    {
    surfaceparm nonsolid
    surfaceparm additive
    qer_editorimage "textures/common/lava02"
    qer_trans 0.50

    -------------

    Or use alpha channel.

    Andrée aka Nick

  3. #3
    Project XIII
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    Gamertag: Awakening Light PSN ID: AwakeningLight

    Re: About visibility for common textures.

    You could try, as fenixdoio said, using Alpha Channel with .tga.dds files or .dds files then change the white color in Alpha Channel to something darker than #555555 or grey colors.

    Only real Anju's are on RaGEZONE, EvilGamerZ, and my own server. All others are fake just so you know.


  4. #4
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    Re: About visibility for common textures.

    Thank you for that.

    Quote Originally Posted by Jirachi View Post
    You could try, as fenixdoio said, using Alpha Channel with .tga.dds files or .dds files then change the white color in Alpha Channel to something darker than #555555 or grey colors.
    What do you mean with that?
    with .tga.dds files or .dds files then change the white color in Alpha Channel to something darker than #555555 or grey colors.

  5. #5
    Ninja Goblin
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    Re: About visibility for common textures.

    Textures dont need to be tga or dds in order to contain alpha information.
    What he means is that you convert the texture to a tga/dds and edit the alpha information.
    (Using photoshop for example)

    Additive should be all you need.
    Besides, unlike water lava ISNT translucent.

  6. #6
    Life Gunz Developer
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    Re: About visibility for common textures.

    Using ur map.rs.xml.
    Using useopacity, u can see the example when ur unpack mansion map, check the light Effect in the head of God Statue, See the Tag of XML.
    This way is mean Alpha Chanel ?
    Last edited by Gun[Lengend]; 25-05-12 at 04:11 AM.

  7. #7
    Ninja Goblin
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    Re: About visibility for common textures.

    No, all visual effects are done using additive rendering.
    Everything else would be kind of even weird.

 

 

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