Discuss the creation of various model formats for Quake engines, and related matters to modeling.
marcelatlaskalova
Posts: 7 Joined: Thu Aug 20, 2009 4:51 pm
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by marcelatlaskalova » Sat Aug 29, 2009 8:18 pm
Hi guys.I try to make some custom models.But got ione problem.Lordhavoc wrote script for knight model.It works fine.But now i have one problem wich have 3 textures.1st for body and head,2nd for legs and cloak and the 3rd for sword.When i disable the script the model is like the 1st image but when i enable the script the model is like on the 2nd image.So please can somobody write how can i fix this bug?
1st picture
2nd picture
I am using this script and the textures got aplha func.
avatar
{
cull none
{
map avatar_a_t01.tga
alphaFunc GE1
rgbGen lightDiffuse
}
}
ceriux
Posts: 2230 Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA
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by ceriux » Sat Aug 29, 2009 9:45 pm
i dont see whats wrong other than all the black is going see through?
why not just do it normal and use darkplaces tga support for the alpha mask?
marcelatlaskalova
Posts: 7 Joined: Thu Aug 20, 2009 4:51 pm
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by marcelatlaskalova » Sat Aug 29, 2009 10:29 pm
ceriux wrote: i dont see whats wrong other than all the black is going see through?
why not just do it normal and use darkplaces tga support for the alpha mask?
Here is another image you can see that the texture is transparent:
Downsider
Posts: 621 Joined: Tue Sep 16, 2008 1:35 am
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by Downsider » Sun Aug 30, 2009 3:43 pm
Missing alpha channel support?
MeTcHsteekle
Posts: 399 Joined: Thu May 15, 2008 10:46 pm
Location: its a secret
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by MeTcHsteekle » Sun Aug 30, 2009 4:12 pm
i think he doesn't want the holes at the knees and things like that, like maybe there's supposed to be black there or something
bah
Downsider
Posts: 621 Joined: Tue Sep 16, 2008 1:35 am
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by Downsider » Sun Aug 30, 2009 7:13 pm
To me it looks like the depth buffer is buggering up :?
ceriux
Posts: 2230 Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA
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by ceriux » Sun Aug 30, 2009 9:29 pm
if things are messed up then maybe its the alpha channel is messed up? open up the texture file some how and look at the alpha channel.
marcelatlaskalova
Posts: 7 Joined: Thu Aug 20, 2009 4:51 pm
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by marcelatlaskalova » Mon Aug 31, 2009 1:00 pm
ceriux wrote: if things are messed up then maybe its the alpha channel is messed up? open up the texture file some how and look at the alpha channel.
You are right.I got wrong alpha channel on modle texture.THank you
Chip
Posts: 575 Joined: Wed Jan 21, 2009 9:12 am
Location: Dublin, Ireland
Contact:
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by Chip » Mon Aug 31, 2009 1:46 pm
MeTcHsteekle wrote: i think HE doesn't want ...
I think HE is a SHE as far as I know. Marcela.
marcelatlaskalova
Posts: 7 Joined: Thu Aug 20, 2009 4:51 pm
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by marcelatlaskalova » Mon Aug 31, 2009 3:25 pm
Chip wrote: MeTcHsteekle wrote: i think HE doesn't want ...
I think HE is a SHE as far as I know. Marcela.
MeTcHsteekle
Posts: 399 Joined: Thu May 15, 2008 10:46 pm
Location: its a secret
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by MeTcHsteekle » Tue Sep 01, 2009 1:48 am
oh dear, im terribly sorry
bah
r00k
Posts: 1111 Joined: Sat Nov 13, 2004 10:39 pm
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by r00k » Tue Sep 01, 2009 6:00 am
the weapon has dark areas that are not transparent, yet the back of the leg is. You may just have to recolor some spots that use a different color than your alpha mask?