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Transparent textures show up ok but....
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Fri Nov 11, 2005 5:06 am    Post subject: Transparent textures show up ok but.... Reply with quote

...they don't let the light pass thru nor generate shadows.

check these 2 screenies:

A transparent texture of a window (I know, wrong uvs) with some frames that I'd expect to cast shadows on the floor, but the light doesn't even come into the room:
http://www.danielpatton.com/afecelis/Deled/transp01.jpg

Same room without the window brushes; check how the directional light placed outside bounces on the floor:
http://www.danielpatton.com/afecelis/Deled/transp02.jpg

any ideas?

ps. Oh yes, this is my 1st post as a pro user! Wink


Last edited by afecelis on Fri Nov 11, 2005 4:20 pm; edited 1 time in total
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Fri Nov 11, 2005 5:22 am    Post subject: Reply with quote

Oh yes! and then when I load my level into Irrlicht transparency is gone:
http://www.danielpatton.com/afecelis/Deled/Irrlicht01.jpg

I saw a similar post by MikeR here, so I guess it's a problem with TGA transparency in Irrlicht. Wink
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Fri Nov 11, 2005 8:30 am    Post subject: Reply with quote

Hi afecelis, and welcome as PRO user! Very Happy

Did you set the Blendmode of the texture to Alphablend? That should make a difference.
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Fri Nov 11, 2005 12:44 pm    Post subject: Reply with quote

Thanks Jeroen!

yup I did all that:
1. material editor:
http://www.danielpatton.com/afecelis/Deled/transp03.jpg

2.Transparent texture in 3d view:
http://www.danielpatton.com/afecelis/Deled/transp04.jpg

3. Completely solid shadow:
http://www.danielpatton.com/afecelis/Deled/transp05.jpg

4. desired effect:
http://www.danielpatton.com/afecelis/Deled/transp06.jpg

any Ideas?

cheers! Very Happy
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Jeroen
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PostPosted: Fri Nov 11, 2005 1:32 pm    Post subject: Reply with quote

I wish PJ was here to answer this question because he knows more about the subject than I do. In the mean time, can you send that texture to my emailaddress (in my profile)? Might be useful for testing purposes! Smile
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Fri Nov 11, 2005 2:21 pm    Post subject: Reply with quote

Houston, file has been sent! Very Happy
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Fri Nov 11, 2005 8:07 pm    Post subject: Reply with quote

I haven't received the texture from Jeroen yet, so I am just going to spill some theory here Smile

The lightcolor filtering when moving through the material is calculated (rather arbitrarely) as

Code:

lightColor := lightColor * materialColor * 4 * ( 1 - alpha )


when alpha > zero, and unchanged otherwise. This means that a dark material color could still zero out all intensity from the light. Could that be the problem here?

If anyone knows a better way to do a simple light color filter, please let me know. I already had some nice theoretical discussions on this topic, but there wasn't really a unambiguous outcome.


Last edited by Paul-Jan on Fri Nov 11, 2005 8:54 pm; edited 1 time in total
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Fri Nov 11, 2005 8:51 pm    Post subject: Reply with quote

mmmmmmmhhhh....interesting........ and in English? hehehehe Wink

Thanks PJ for the reply; as you can see I'm not much of a technical person, ehehehhe. I don't have your email but I uploaded the tga texture here:
http://www.danielpatton.com/afecelis/Deled/window01.tga

It's just the one that comes with TGATOOL form ths Cshop tools.

Thanks for the interest!
Very Happy
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Paul-Jan
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PostPosted: Fri Nov 11, 2005 8:55 pm    Post subject: Reply with quote

A thanks a bunch! I will see if I can figure out what is happening!
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Fri Nov 11, 2005 10:10 pm    Post subject: Reply with quote

well the good news already started!

Salvatore's new code for Irrlicht corrects TGA file transparency:
http://www.danielpatton.com/afecelis/Deled/transp07.jpg

now all I'm missing is light coming in thru those windows Wink
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sat Nov 12, 2005 1:11 am    Post subject: Reply with quote

PJ,
Don't you have to set the sample rate super high to achieve this effect? I seem to remember somewhere that you talked about it, just can't remember where.
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Sat Nov 12, 2005 3:31 am    Post subject: Reply with quote

more great stuff!

I just imported a 3ds model into deled (which loaded perfectly with textures and everything), lightmapped and loaded back into Irrlicht and it looks great!

advantages:
1. Now I don't have to add my decoration meshes and props (3ds files) via coding in Irrlicht but directly in my level.
2. They will be included in my collision code since the dmf file is a whole one.
3. They are lightmapped!!!

love it love it love it!
Very Happy
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Sat Nov 12, 2005 4:38 am    Post subject: Reply with quote

more stuff:
I can then model additional stuff in 3dsmax and bring it back into my level:
http://www.danielpatton.com/afecelis/Deled/3dalien01.jpg

note: the columns are merely experiments with extruded splines in 3dsmax. Better said; this whole level is an experiment to see what Deled can and cannot do. So far, everything is a "can", hhehehe Wink

the only missing thing is light passing thru transparent tga's.
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Jeroen
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PostPosted: Sat Nov 12, 2005 8:46 am    Post subject: Reply with quote

afecelis wrote:
more stuff:
I can then model additional stuff in 3dsmax and bring it back into my level:
http://www.danielpatton.com/afecelis/Deled/3dalien01.jpg

note: the columns are merely experiments with extruded splines in 3dsmax. Better said; this whole level is an experiment to see what Deled can and cannot do. So far, everything is a "can", hhehehe Wink

the only missing thing is light passing thru transparent tga's.


Great to see you're really like what DeleD can do. Tip: those extruded splines can be done in DeleD too, using extruded polylines. DeleD 1.4 will include an additional extrude command: extrude region, which is even better for this particular task.

Light passing through transparent textures is also quite possible already: see http://www.delgine.com/forum/viewtopic.php?t=781 for info.

Anyway, glad you like what you see! Pass the word! Wink
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sat Nov 12, 2005 10:04 am    Post subject: Reply with quote

Quote:
Light passing through transparent textures is also quite possible already


Jeroen, I think he knows that. Might want to scroll up the rest of the thread a bit Wink Laughing

afecelis: Great stuff, I love how Irrlicht and DeleD work together!
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