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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Fri Nov 11, 2005 5:06 am Post subject: Transparent textures show up ok but.... |
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...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!
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
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Fri Nov 11, 2005 8:30 am Post subject: |
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Hi afecelis, and welcome as PRO user!
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
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Fri Nov 11, 2005 1:32 pm Post subject: |
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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! |
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Fri Nov 11, 2005 2:21 pm Post subject: |
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Houston, file has been sent! |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Nov 11, 2005 8:07 pm Post subject: |
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I haven't received the texture from Jeroen yet, so I am just going to spill some theory here
The lightcolor filtering when moving through the material is calculated (rather arbitrarely) as
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lightColor := lightColor * materialColor * 4 * ( 1 - alpha )
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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
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Posted: Fri Nov 11, 2005 8:51 pm Post subject: |
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mmmmmmmhhhh....interesting........ and in English? hehehehe
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!
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Nov 11, 2005 8:55 pm Post subject: |
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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
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sat Nov 12, 2005 1:11 am Post subject: |
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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. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Sat Nov 12, 2005 3:31 am Post subject: |
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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!
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Sat Nov 12, 2005 4:38 am Post subject: |
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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
the only missing thing is light passing thru transparent tga's. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sat Nov 12, 2005 8:46 am Post subject: |
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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
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! |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Nov 12, 2005 10:04 am Post subject: |
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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
afecelis: Great stuff, I love how Irrlicht and DeleD work together! |
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