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Author Topic: alpha  (Read 8634 times)
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« on: October 28, 2008, 03:00:04 am »

hello i  try to make an alpha map
i made a tga file with alpha channel (32bits)
but the i don't have the expected result
here is the screenshot
thanks
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jorrit
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« Reply #1 on: October 28, 2008, 06:44:53 am »

How are you using it? Can you show us some code?

Also what version of CS?

Greetings,
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« Reply #2 on: October 28, 2008, 12:03:23 pm »

it's the 1.2.1 version of CS
and i don't put any code ... i just applied a tga texture to my object
idon't know how can i add some code in blender
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jorrit
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« Reply #3 on: October 28, 2008, 02:42:20 pm »

Ok, then show me the object. I need to see how you're using that texture.

Greetings,
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« Reply #4 on: October 28, 2008, 06:36:11 pm »

here is all my parameters for the alpha map
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jorrit
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« Reply #5 on: October 28, 2008, 07:19:36 pm »

Perhaps it would be best if you could just attach your exported level here.

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« Reply #6 on: October 28, 2008, 07:58:23 pm »

ok this is the link
http://noog.fr/preview/crystal/test_alpha.blend
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jorrit
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« Reply #7 on: October 28, 2008, 08:00:03 pm »

I mean the exported file. Not the blend file.

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« Reply #8 on: October 28, 2008, 08:02:57 pm »

ok
http://noog.fr/preview/crystal/alpha.zip
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jorrit
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« Reply #9 on: October 28, 2008, 08:09:19 pm »

Ah I see. You're using stencil renderloop and unfortunatelly that doesn't easily support alpha I'm afraid. This is a limitation of the stencil shadowing algorithm and is hard to fix. In 1.9 (trunk) we have another shadowing technique that doesn't have this problem.

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« Reply #10 on: October 28, 2008, 08:13:34 pm »

ok so what is the solution to fix it ? because i test all the renderloop mode and the result is the same
so must i change for the trunk version ?
thks
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jorrit
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« Reply #11 on: October 28, 2008, 08:26:51 pm »

It is the renderloop setting in either sector or world settings. You probably set that to 'shadowed'. Avoid that one.

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« Reply #12 on: October 28, 2008, 08:38:58 pm »

in world setting i have shadowed and in sector setting of my object i have shadowed too
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