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How i make something transparent?
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun Dec 25, 2005 12:36 pm    Post subject: How i make something transparent? Reply with quote

Hi everyone.

I have searched the whole DeleD and DeleD Pro Forum, but i cannot find an answer. How i make things transparent??

mfg, Sindwiller
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sun Dec 25, 2005 1:57 pm    Post subject: Reply with quote

You use a .tga pic.
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun Dec 25, 2005 2:01 pm    Post subject: Reply with quote

Yes and? Just convert the texture to .tga?

mfg, Sindwiller
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trucker2000
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Joined: 11 May 2005
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Location: Sacramento, California

PostPosted: Sun Dec 25, 2005 2:04 pm    Post subject: Reply with quote

I took my texture, made an alpha map of it, combined them into a tga, then used that as the texture. It works well on rectangles. (if you want a window, other wise, any object will do.)
Edit to add:
set the Blendmode of the texture to Alphablend in the inspector.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Dec 27, 2005 11:13 am    Post subject: Reply with quote

There are indeed two ways of creating a transparent material in DeleD.
- use a texture with transparency information (a so-called "alpha layer"). We currently only support .tga for that.
- use a solid color material, and give it an alpha value < 255.

Make sure to set the blendmode to alphablend, and you are there.

Note: what DeleD does _not_ allow you to do, is take any ordinary non-transparent texture and "make it transparent". You will have to provide the alpha-information as a separate layer within the texture. Most decent drawing programs (Photoshop, PSP, etc.), as well as some dedicated tools (TGA maker, etc) will provide functionality for this.
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nextdoorscat
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Joined: 15 Jun 2005
Posts: 187

PostPosted: Sun Jan 08, 2006 10:16 pm    Post subject: Reply with quote

ok so now I'm confused... how do you combine a texture and alpha map into a .tga? (never created .tga files before)
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Mon Jan 09, 2006 12:24 am    Post subject: Reply with quote

This is an easy and Free tga tool that you can use to make tgas for transperancy.
Take your texture into psp or another program, make an alpha map of it, bring it into tga tool 1.1 and combine them. Done. You have a .tga with alpha mapping.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Mon Jan 09, 2006 1:16 am    Post subject: Reply with quote

If you have PSP why would you use another tool to make an alpha layer? Just save your alpha map into picture.

Masks->Save to alpha channel.
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nextdoorscat
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Joined: 15 Jun 2005
Posts: 187

PostPosted: Sun Jan 15, 2006 9:03 pm    Post subject: Reply with quote

I just made a tga file, put it in one of the subfolders in the textures file, looked at it in the material editor, and it is coming up 'invalid file data'.

It is just one layer with an alpha layer...

Sad
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Jan 15, 2006 9:18 pm    Post subject: Reply with quote

nextdoorscat wrote:
I just made a tga file, put it in one of the subfolders in the textures file, looked at it in the material editor, and it is coming up 'invalid file data'.

It is just one layer with an alpha layer...

Sad


There are different ways to save a TGA. A lot of tools want only 24bit/32bit uncompressed TGA files. You can set these options in PSP when you go to save. Select TGA from the file type box, and then there should be an options button that will be specific to the tga format.
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nextdoorscat
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Joined: 15 Jun 2005
Posts: 187

PostPosted: Sun Jan 15, 2006 9:38 pm    Post subject: Reply with quote

Hmm, I dont have PSP - but I used the tga tool and it worked a treat. I've had problems before with programs not reading the formats exported from the image editing program I am using, so I guess that may have been the problem.

Thanks for your help all!

Now is there any way I can get the image size down from one MB?

Confused
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Jan 15, 2006 10:24 pm    Post subject: Reply with quote

nextdoorscat wrote:
Hmm, I dont have PSP - but I used the tga tool and it worked a treat. I've had problems before with programs not reading the formats exported from the image editing program I am using, so I guess that may have been the problem.

Thanks for your help all!

Now is there any way I can get the image size down from one MB?

Confused


An uncompressed TGA is going to be 'big'. You have either 24 bits(3 bytes) or 32 bits (4 bytes) for every pixel. I believe that it is 1 megs for a 512x512 texture, and those sizes are becoming common place. You can always resample your texture down to half size, that might go down to 250k.

But 1 meg for a texture isn't that big nowadays. Unless you have very old graphics hardware? Or you are running out of space? Laughing
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Paul-Jan
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Joined: 08 Aug 2004
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Location: Lage Zwaluwe

PostPosted: Mon Jan 16, 2006 6:19 am    Post subject: Reply with quote

Vampyre has done an excellent job of providing answers this far, so all I have to add is this remark:

DeleD does support reading of compressed TGA files (largely untested because kinda rare), so if you have to tools to make them then you should be able to work with them. However, TGA compression comes down to a simple "run-length encoding" scheme, which is fairly useless for photo-realistic textures.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Mon Jan 16, 2006 6:46 am    Post subject: Reply with quote

Paul-Jan wrote:
DeleD does support reading of compressed TGA files (largely untested because kinda rare)
Yes, but the final target platform (whatever it is) may not. I have come across lots of things which only allow uncompressed tga files.
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nextdoorscat
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Joined: 15 Jun 2005
Posts: 187

PostPosted: Mon Jan 16, 2006 7:47 am    Post subject: Reply with quote

Thank you both - this is very informative, I have a lot to learn both in theory and practice!

The only reason I wondered is because in my limited experience I had previously only used textures for ultimate use in Atmosphere and of course still think in download times (the smaller the file the better) so I guess .tga would not be an ideal format in this case! But it looks beautiful in DeleD, and now practicing with transparency - thank you!

Smile
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