About water textures. - by Lady Rowena
Lady Rowena on 24/4/2014 at 17:03
I changed the water colour to fit my liking. If the frames are in .pcx format it works just fine. If they are in .tga 24 bit the water can't be transparent. The funny thing is that it looks transparent in Dromed 3D view, but it isn't if I enter in game mode.
I've read AntiMatter16' tutorial, and about the matter it says:
In NewDark you can use *tga, *png, *.bmp or*.dds files which have no palette, but DromEd water alpha settings do not apply to unless they are indexed, so you have to set transparency on the texture itself as of NewDark 1.21.
But...how to set transparency on the texture itself? Does it means totally outside of Dromed? I noticed that the latest HD water textures have masked frames. I tried doing the same, without success. Any clue please?
I have another question. How do you create water frames textures?
Let's say that I have a seamless water texture 1024x1024. (BTW, has it to be seamless? The original textures don't seem to be so) Which is the procedure to create the frames?
I hope that I'm not asking too much.... :angel:
ZylonBane on 24/4/2014 at 17:34
Quote Posted by Lady Rowena
But...how to set transparency on the texture itself?
I haven't actually tried this, but it might be as simple as going to the base water texture in the hierarchy and adding Renderer/Transparency (alpha) to it.
If that doesn't work you'll need to use a material (MTL) file.
Lady Rowena on 24/4/2014 at 18:33
Quote Posted by ZylonBane
I haven't actually tried this, but it might be as simple as going to the base water texture in the hierarchy and adding Renderer/Transparency (alpha) to it.
I did that, it doesn't work.
Quote:
If that doesn't work you'll need to use a material (MTL) file.
I have no clue of what to set in the .mtl file. I tried "force_full_alpha" and "force_alpha_key", even if I have no idea of they mean, but no success.
AntiMatter_16 on 24/4/2014 at 18:36
You'll need to edit the texture file using a photomanipulation program like (
http://www.gimp.org/) The Gimp. Off the top of my head, you'll need to add an alpha channel to the layer, change it's transparency, then save A NEW VERSION. I'm not sure you can make an more opaque version after changing the transparency, so don't save over your originals.
ZylonBane on 24/4/2014 at 19:22
Are you SURE it's necessary to add an alpha channel? A material tweak is all it should take, vs significantly increasing the size of many texture files.
I'll have to test this after work.
FireMage on 24/4/2014 at 19:43
Normaly transparency is useless with water because you can adjust it with Dromed.
Look at the original water texture and the lava. Lava is opaque, and water is transparent and no textures have any alpha channel in the original game.
To adjust transparency, go to object hierarchy : Flow section
Select your "flow object" edit it propeties > Renderer > Water Texture Color : Select your tansparency setting. ;)
No use to touch the colors settings, it do nothing.
R Soul on 24/4/2014 at 20:17
Quote Posted by FireMage
Normaly transparency is useless with water because you can adjust it with Dromed.
Select your "flow object" edit it propeties > Renderer > Water Texture Color : Select your tansparency setting. ;)
I also found that property while looking into this problem, but it didn't work. Is there anything else one has to do to see the effect?
ZylonBane on 24/4/2014 at 20:39
Quote Posted by FireMage
Select your "flow object" edit it propeties > Renderer > Water Texture Color : Select your tansparency setting. ;)
This can be problematic, because this setting also controls the opacity of the underwater color overlay. Mostly only an issue if you're trying to do lightmapped water.
R Soul on 24/4/2014 at 21:36
The underwater colour isn't set with that property. The flow brush has the property Water Flow Color Index and you use Mission Parameters: Water Colors to set the values for up to 4 indices.
ZylonBane on 24/4/2014 at 22:11
Oh yeah.
See, I can't imagine why this would possibly be confusing to anyone.