Importing Alpha Information with ModelCommunity Forums/Developer Stations/Importing Alpha Information with Model
| Hello, I am new to Blitz and as such new to these forums.|
For a couple of days I have been experimenting with importing graphics, and other things into blitz.
Now I have been trying to import alpha information with my .3ds and .x models. Unfortunately the objects that are supposed to be alpha'ed are not. I have tried exporting using both Cinema 4D XL R7 and 3D Studio Max. I have also tried both transparency within the program, and an alpha texture map, neither worked.
I am saving the texture and the alpha to two different .jpg files.
What am I doing wrong. I am just loading the mesh with the loadmesh command. The textures do show up on the model, and I know that the file name lengths are correct.
| For starters, the alpha information must be saved along with the color in a single texture image. You can use TGA or PNG file format to do this. |
I tried using one alpha texture in .TGA format. It works fine in 3D Studio MAX but when inside the engine, it does not change anything... Any other suggestions?
| The easiest way is to give the textures that should use the alpha channel a special keyword, or saving them in another format than the rest of the textures. You can then use TextureFilter to load them with alpha channels automatically.|
; This will load all textures with "ALPHA" in ; their filename, with the alpha channel intact. TextureFilter "ALPHA",1+2+8 ; This will load all textures with the ".tga" file ; extension, with the alpha channel intact. TextureFilter ".tga",1+2+8That should do the trick,
| Thank you thank you thank you... It worked! These things should be more obvious though... |