Cardia on 29/2/2016 at 16:04
Thank you RSoul and LarryG, i´ll see what i can do
Cardia on 13/7/2016 at 15:03
Quote Posted by R Soul
You can add a layer mask and draw dark grey where the window is. See that video you used in post #42. Instead of using the magic want to make a selection, you can use the ordinary section tool to draw around the window. Add a new channel and fill the selection with dark grey. Outside the selection should be white.
However I don't think that's the best way to make a window in a door. Have a look at the RedDoor object. The window is a genuine hole in the door, with the glass on a separate plane. Both textures are fully opaque but the glass uses material transparency. I think that looks better.
Do you know where i can find a video tutorial to do opaque textures?
R Soul on 13/7/2016 at 16:00
Opaque just means not-transparent, in other words, no alpha channel, or no use of index 0 for a paletted image.
Tannar on 13/7/2016 at 16:05
Pedro, "opaque" just means "not transparent". So any texture that isn't transparent is opaque. If all you want is a window that you can't see through, then just search the web for some opaque window textures, or opaque glass textures. There are a lot of them out there.
But I'm not sure what you are trying to achieve. Do you want to be able to see through the glass or not?
Le MAlin 76 on 14/7/2016 at 00:01
With an alpha mask.
LarryG on 14/7/2016 at 01:11
Quote Posted by LarryG
Model the door with the glass section using a separate texture and the material properties set to be slightly transparent.
Or in this case the window. You don't use texture transparency at all. You use the material properties to add the transparency onto the surfaces that you apply the glass texture. No alpha masking on the glass texture or the wood texture! Take a look at any of the OM window objects in a 3d editor (such as Anim8or) and you'll see what I mean.
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Yandros on 14/7/2016 at 01:20
....although you can use transparency on just the glass parts of that texture if you want to instead. That's how I did all of the window objects in Waterfront Racket.
I don't know what graphics program you use Pedro, but basically what I do in PSP7 is:
* Multiselect only the glass parts of the texture. For PSP that's holding down Shift while I select each area.
* Cut them out (Ctrl-X) and then paste them as a new layer. If they aren't lined up, drag them to line them up, but usually they are.
* At this point it looks just like it did before, except the glass parts are in a separate layer. Now adjust the transparency of the glass layer to what you want.
* Export as a PNG or DDS.
LarryG on 14/7/2016 at 01:26
The problem with that approach is that the pixels don't line up perfectly with the geometry of the window, giving you wood frame bleeding onto glass or visa versa. If you want it to look right use multiple textures properly applied to the appropriate geometry. Seriously.
Yandros on 14/7/2016 at 03:13
I don't understand what you mean by the geometry of the window. My window objects are just cubes, so there's no alignment issue. :D I assume you mean a window with 3D modeled grids, in which case you wouldn't have the grid and the glass in the same texture anyway, I'd imagine.