How can I load a multi-textured object with alpha?
Blitz3D Forums/Blitz3D Programming/How can I load a multi-textured object with alpha?
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This may be blindingly obvious, but how can I load a mesh and retain the alpha channels on certain textures? I have an object built in MAX, with a multi-sub material containing, for example, 8 submaps. Some of these maps are normal textures, some have alpha channels. They are 32 bit TGAs with an alpha channel. If I just load the mesh, it brings the textures in just fine, but does not take into account any that have alpha channels (ie. none are set to MASKED or ALPHA) Is there no way to do this simple thing? I've tried a B3D export, 3DS export, X export and nothing seems to work. Surely a texture that has an alpha channel should be able to default to MASKED or ALPHA when loading a mesh...? |
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If you export it with pudding's plugin it retains all information. I see no reason why you should not use it. In addition to this, you can preview it directly in max with his preview button. It rocks. |
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Can you please give me a link to pudding's plugin? I hope it does rock. So long as it allows a mesh to be loaded in B3D with alpha channels active I shall be happy. |
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If you mean the B3D Pipeline, that doesn't work either. I've got a tree model, textured with a single TGA with an alpha channel. If I export it, load it into B3D, the alpha channel is not turned on by default, which is what I want it to do. If this can't happen, how can I step through an object's materials and selectively set them to be ALPHA or MASKED? |
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You could use TextureFilter to get around the problem. |
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B3D Pipeline does work but its a bit awkward to set up.if you use the B3d material it has a flag for alpha and masked. But yeah it deos work, because I have it working in my level |
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where's the flag for masked? I can see the alpha blend mode options, but no masked flag for each texture? Can you please describe (as simply as possible!) how to set up a masked texture for an object and then export it using the B3D pipeline, because I'm stumped now... Thanks |
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Never mind - I got it working. And you're right - it does rock!!!! Excellent work Pudding! |
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:) |
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You don't even need to use the pipeline import routines, just the normal loadmesh will work! So long as you export it correctly from Max, using Blitz materials rather than standard ones, it all works perfectly. I wish I'd discovered this a long time ago. |
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It seems that the pipeline 3dsMAX B3D exporter should be included with Blitz itself, or at least heavily promoted on this site to make it obvious to all. I certainly have missed it up to now, and I'm sure many others have also. |