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  • Grass texture problem.

    Whenever i load up my grad textures as planes in blender 3d, parts of the texture is not transparent and it seems to be blocking the other grass.



    Don't know if this is a blender issue or my alpha channel is messed up .
    I am like a stray dog, lost in between what I do and what I should do.
    But sometimes, all you need is Imagination.


  • #2
    thats a known blender issue,
    the blender render doesnt handle transparency well

    just test them in-game and you'll see they'll most likely look fine

    .

    perfect example of the same thing going on with a model of mine:

    glass-layer and liquid-layer both have transparency, so in blender the liquid seems to dissapear behind the glass

    but in-game, it looks fine:
    Last edited by talisa; 12-09-2014, 02:12 PM.
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

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    • #3
      Somehow i totally forgot how to add this in quake.
      I am like a stray dog, lost in between what I do and what I should do.
      But sometimes, all you need is Imagination.

      Comment


      • #4
        Your choice really. What is your target engine?

        Not saying you have too, but you can make it compatible across the board. It could be made into a sprite object with masked transparency (the old fashion quake way) which takes care of engines other than Darkplaces then add a Alpha blended png in the same directory. So if you're masked sprite is labeled mygrass.spr then the png would be named mygrass.spr_0.png. Then it could be added when you were making new maps. The engine would show the masked sprite, but if it supports alpha blended png's it will show the better looking png file.

        If the sprite is just one frame and its not needed to have the obvious sprite options I personally would just make it a quake texture in a wad with alpha blended png texture replacement placed in the id1/textures dir. This should also be compatible in any quake map editor and engine.
        Last edited by xaGe; 12-20-2014, 10:25 PM.

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        • #5
          Originally posted by xaGe View Post
          Your choice really. What is your target engine?

          Not saying you have too, but you can make it compatible across the board. It could be made into a sprite object with masked transparency (the old fashion quake way) which takes care of engines other than Darkplaces then add a Alpha blended png in the same directory. So if you're masked sprite is labeled mygrass.spr then the png would be named mygrass.spr_0.png. Then it could be added when you were making new maps. The engine would show the masked sprite, but if it supports alpha blended png's it will show the better looking png file.

          If the sprite is just one frame and its not needed to have the obvious sprite options I personally would just make it a quake texture in a wad with alpha blended png texture replacement placed in the id1/textures dir. This should also be compatible in any quake map editor and engine.
          Was going to make this a full model but i use darkplaces.
          I am like a stray dog, lost in between what I do and what I should do.
          But sometimes, all you need is Imagination.

          Comment


          • #6
            Maybe talisa with her modeling experience may have some input for you.

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            • #7
              i myself use this exporter, easy to use and works perfectly:
              http://jkhub.org/files/file/1413-ble...-plugin-suite/
              only thing is that the exporter itself wont triangulate model for you, you wil need to do that yourself

              export it as md3,and then manually rename the file-extension to mdl.
              put the model in the progs folder, and texture in textures folder

              you will need to use a mod which supports placing your model in to a map.
              seven's SMC contains code for placing any model in to any map through ent-files

              .

              if you need any help with exporter, let me know
              Last edited by talisa; 12-21-2014, 07:15 AM.
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment


              • #8
                Originally posted by talisa View Post
                i myself use this exporter, easy to use and works perfectly:
                http://jkhub.org/files/file/1413-ble...-plugin-suite/
                only thing is that the exporter itself wont triangulate model for you, you wil need to do that yourself

                export it as md3,and then manually rename the file-extension to mdl.
                put the model in the progs folder, and texture in textures folder

                you will need to use a mod which supports placing your model in to a map.
                seven's SMC contains code for placing any model in to any map through ent-files

                .

                if you need any help with exporter, let me know
                Thanks, will try.

                I should probably keep MD3's as well if Darkplaces supports them (which i'm pretty sure they do).
                I am like a stray dog, lost in between what I do and what I should do.
                But sometimes, all you need is Imagination.

                Comment


                • #9
                  yeah, darkplaces supports many formats, including md3.

                  for non-animated models md3 is perfect,
                  as md3 doesnt have any of the limits from mdl.

                  perfect vertex accuracy, very high poly-count limits,
                  and it supports having multiple textures by exporting multiple models as a single md3
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • #10
                    This article explains the nature of some of these problems:
                    blog.wolfire.com/2009/02/rendering-plants-with-smooth-edges/
                    Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
                    ==-=-=-=-=-=-=-=-=-=-=-=
                    Dev blog / Twitter / YouTube

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