transparent textures Created 20 years ago2004-05-24 19:27:11 UTC by kurki kurki

Created 20 years ago2004-05-24 19:27:11 UTC by kurki kurki

Posted 20 years ago2004-05-24 19:27:11 UTC Post #28552
Hi, I'm a total noob at this, so this might be a stupid question. :P

I fI make a transparent texture and use it as a wall (fence) in a dark room, the transparent texture is still bright. It looks funny when the light is fading out on the floor and in the celing, but not on the fence. How do I fix that? :confused:
Posted 20 years ago2004-05-24 20:00:38 UTC Post #28555
Hi kurki,

Sorry not quite following you there, are you saying that the area of the texture that you want to be transparent remains bright blue? If so, you need to make the brush an entity, set the render mode to solid and render amount to 255. That should take care of it.

For more info there's a handy tutorial oon this site:
http://www.cariad.co.za/twhl/tutorial.php?id=14

Snake-Eyes
Posted 20 years ago2004-05-24 20:04:06 UTC Post #28558
Maybe you've used Additive rendermode. I believe that causes a glow effect.
Posted 20 years ago2004-05-25 05:17:30 UTC Post #28580
Ah, no sorry if I was vague. The texture is set to "texture" and the transparancy works. No blue areas. The render amount is set to 255 so the "solid parts" of the texture shows as well.

But the light that is cast on the texture from a light entity doesn't look right.

Imagine a long corridor with a fence that runs trough its longer axis. In one end there is a light so that area is well lit. The other end is completley dark. The walls, the celing and the floor are bright in one end and fades to black in the other end. The fence however, is fully lit all the way. So when you stand in the well lit end of the corridor it looks funny that the fence can be seen like in broad daylight all the way to the other end while the rest is fading to what seems like an infinity.

I'm at school right now, but when I get home I'll post a screenshot to explain :D
Posted 20 years ago2004-05-25 06:27:33 UTC Post #28585
Very odd. What entity're you using?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-25 06:53:35 UTC Post #28587
Set the render FX to 'Solid'.
Posted 20 years ago2004-05-25 08:09:11 UTC Post #28612
make the entity Opaque. that might help, i think... :roll:
Luke LukeLuke
Posted 20 years ago2004-05-25 09:53:15 UTC Post #28617
Have you stre-e-e-etched the texture to fit the fence? If so, I think the light may be stretched to suit.
Posted 20 years ago2004-05-31 09:38:12 UTC Post #29472
Setting the render FX to solid did the trick. Thanks.

A screenshot to show what I meant, just for educational reason. ;)

With func_wall set to "texture":
User posted image
User posted image
With func_wall set to "solid":
User posted image
User posted image
Posted 20 years ago2004-05-31 09:50:03 UTC Post #29474
the black picture at the bottom is very usefull :)
Posted 20 years ago2004-05-31 11:48:07 UTC Post #29489
Tune up your contrast settings on your monitor then.

Touch?! :P
Posted 20 years ago2004-05-31 12:12:49 UTC Post #29493
Nope. It's black for me too. If it's black for multiple users, YOU have to scale the brightness of the screenshot up... :)

I'm not gonna mess up with my brightness settings for one little screenshot...
Posted 20 years ago2004-05-31 13:04:41 UTC Post #29497
The brightness levels in that last shot never rise above 0.08% of their maximum. That's ridiculous. I tried enhancing the image and I could see the rough form of the fence but it was worthless.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-05-31 13:37:07 UTC Post #29511
kurki must be on an ultra bright LCD screen - i can see it ;)
Posted 20 years ago2004-05-31 17:47:44 UTC Post #29576
The point of the last screen was to show that the fence is black and the background behind the fence is almost just as black. Setting the texture to "solid" did the trick. On my monitor I can see (barley though) small crosses from the fence, just a little bit darker then the rest. (fence: R002:G002:B002 Wall behind: R009:G101:B005 according to PS)

Never mind. I was trying to be witty and failed. You guys have been here for a while and know what you do. I have not / do not. It wouldn't be very smooth to make enemies the first week.

Sorry if I was to cocky. Can you ever forgive me? :D
Posted 20 years ago2004-05-31 17:50:46 UTC Post #29579
Don't worry, no problem. Just a bit annoying for 56kers (I imagine; I'm on 512).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-01 03:14:58 UTC Post #29634
Just mind it next time, kurki. We all have to learn things... :)
Posted 20 years ago2004-06-09 08:57:55 UTC Post #31737
Okay, but say that I want to make a glass wall with the same lightning. solid makes the texture 255, no matter what number I typ into that field. Is there a way to make a semi transparent glass texture (with 60 or so in amount) and still make it follow the lightning that solid textures has?

ie, trade the fence for a glass-wall in the screenshots above. How to make it work?
Posted 20 years ago2004-06-09 09:09:52 UTC Post #31742
I don't think so. Try rendemode additive perhaps?
Seventh-Monkey Seventh-MonkeyPretty nifty
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