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PostPosted: Thu Feb 03, 2011 12:43 pm 
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Joined: Mon Jun 21, 2010 10:31 am
Posts: 12
Hi,

I have created several trees using Textures with Alpha-Channel.
But there is a problem: Cars behind these trees are visible through the texture....

Does anybody know how to solve this?

greets matzze


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PostPosted: Fri Feb 04, 2011 11:57 pm 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Hello,

As i remenber there is a limitation about transparent texture. Only alpha=0 and alpha=1 are allowed, you can't (as far as i remember) use other values (or 0 and 255 if you prefer).

See here:

http://memak.raydium.org/viewtopic.php?f=8&t=683


Vincente has got some problem like this.

Have a nice day.

Ouille


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PostPosted: Tue Feb 08, 2011 10:54 am 
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Joined: Sun Mar 16, 2003 2:53 am
Posts: 2590
Location: gnniiiii (Scrat)
As stated in the link provided by ouille, documentation is not providing any information about this. I've just fixed that. (r1049)
http://wiki.raydium.org/wiki/RaydiumApi ... #texture.h


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PostPosted: Tue Feb 08, 2011 3:42 pm 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Hello,

Is it possible to have semi transparent (blended ?) texture ? How can i obtain this ? It will be usefull to render drone propeller at high speed.

Have a nice day.
Ouille


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PostPosted: Tue Feb 08, 2011 4:26 pm 
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Joined: Sun Mar 16, 2003 2:53 am
Posts: 2590
Location: gnniiiii (Scrat)
Well, as for ManiaDrive's Clio windscreen, using alpha channel "as usual". The only important point is to make sure that vertices with this texture will be rendered after all others, and therefore should be placed after all others in the TRI file* (and object must be rendered later as possible).

* I don't know if Blender exporter takes care of this, but if not, you can use raydium_modler, load/save your file, it will sort textures.
/load myfile.tri
/save myfile.tri


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