Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Making Alpha Skin Channels.

Page: 1 of 1
 Profcorron
12-31-2004, 8:02 PM
#1
How do you do this?

(an alpha channel is basically a map that stops certain parts of a skin coming through at different intesities. )
 Pahricida
01-01-2005, 3:44 AM
#2
well basically it's just a 32 bit .tga file and a shader.

Create your texture... now switch to the channels tab and create a new Chanel called

"Alpha 1"

Now this works like this:

everything that is white in the alpha Shader will be opaque ingame.
Whereas black ares will be translucent.


So if this is your texture:

http://www.level-designer.de/images/stories/texturentuts/tex-zaubermark.jpg)


Your Alpha Shader should look like this:

http://www.level-designer.de/images/stories/texturentuts/tex-alphafertig.jpg)

And the shader should look something like this then:


textures/fiesling/baum_gruen
{
surfaceparm trans
surfaceparm alphashadow
cull none
nopicmip

{
map textures/fiesling/baum_gruen.tga
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}



Ignore the weird pathnames ... everything was stolen from a Tutorial on
www.Level-Designer.de)

:p
Page: 1 of 1