Daraan on 17/4/2017 at 17:28
Brushes brushes block the rendering as seen in your first post.
Only exception if you use water brushes.
With a material render_pass it is also possible to render a sky behind transparent parts on a (solid)brush texture.
Use water brushes or objects.
EnYB0La on 17/4/2017 at 18:07
So, basically, what I'm seeing here is that Cardia used a 3D model called adoor1 and applied is window texture on it? Is that why it is possible to see brushes behind it?
Cardia on 17/4/2017 at 18:13
Enybola, you can't use those png texture for brushes except like Daaran said for water brushes. I use those textures in objects. its much better, it allows you to have more family textures for terrain. Dromed has some reskinable secret doors, i use "adoor1" to use at least 1 texture, but if you want to add more than one texture i recommend you to use the "res_cube2s" obj by Yandros, here:
(
http://www.wearytaffer.com/) http://www.wearytaffer.com/
once you apply the texture you have to set the object transparency to 1.00 in order to see certain object through the windows., go to object properties: add-render-transparency, and set the values to 1.00
Cardia on 17/4/2017 at 18:17
if you have any doubts how to reskin a reskinable object in dromed let me know, also if you want i can post here several ways to do types of windows in dromed.
bon, et maintenant je vais dîner quelque chose, peut-être une quiche lorraine... :cheeky:
EnYB0La on 17/4/2017 at 18:48
Quote Posted by Cardia
Enybola, you can't use those png texture for brushes except like Daaran said for water brushes. I use those textures in objects...
In my case, can I create a 3D model which has a centered part accessible by player, who can walk through, applying my "semi-transparent" TR4 grid texture to the blue area?
Inline Image:
https://preview.ibb.co/kabBY5/dromed_doorframe_details.png
Cardia on 17/4/2017 at 19:24
Since i don't know how to create objects (not yet), i do it all manually in dromed , once again with Yandros "res_cube2s" obj, i can have a entrance door, where players can jump/enter through the missing glasses in these double rusty metal doors:
Inline Image:
https://i.imgur.com/f3lFrqQ.jpgthe only thing you need is to adjust the object physic dimensions in dromed.
gamophyte on 18/4/2017 at 04:31
Inline Image:
https://i.imgur.com/SKm95cn.pngEach side can be a object with he respective grid texture, then each one you can offset the physical blocking boundary invisible to player so it appears that they can only pass through door. Making the top block can be done with another object but may not be noticed if player will never be that tall.
john9818a on 19/4/2017 at 19:42
Quote Posted by john9818a
I would make that door as an object, not a brush. I don't think Thief/dromed likes using transparent textures on terrain. You can make the door look better anyway as an object because it is very hard to make something detailed with brushes. The door in the first picture should be very similar to a portcullis except that some of the bars are different sizes.
:p
The problem with using transparent textures with the image of the bars on them is that the bars won't have any depth. The will appear to be paper thin in 2D whereas a real object with bars like a portcullis or a fence has depth.
Cardia on 19/4/2017 at 20:28
Quote Posted by john9818a
:p
The problem with using transparent textures with the image of the bars on them is that the bars won't have any depth. The will appear to be paper thin in 2D whereas a real object with bars like a portcullis or a fence has depth.
you can do the depths with reskinable objecs, do the inside/outside frames for example with "Res_cube" like i did here:
Inline Image:
https://i.imgur.com/eZjEatc.jpgInline Image:
https://i.imgur.com/xfvi4RC.jpg
john9818a on 20/4/2017 at 05:48
I guess I should have been more clear. :) Using transparent textures on a simple flat brush would show no depth. That's why I was suggesting using objects at the beginning of this thread. :)