A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Texture Question

Author Topic: Texture Question (3 messages, Page 1 of 1)
Moderators: Dennis

OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 19, 2011 10:23 AM    Msg. 1 of 3       
To make see through textures like that....
The see through parts are defined in the bump map's alpha channel, not the diffuse map.
It wont matter if there are any alphas in the diffuse for textures like these(it will matter with glass tints though).
That there is a Shader Environment, it has a base map AND a bump map, the bump map has transparent parts in it that show up as those holes in the grating.

Edited by OrangeJuice on Jun 19, 2011 at 10:26 AM


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jun 19, 2011 11:27 AM    Msg. 2 of 3       
Pretty sure transparency is determined by the alpha channel in the diffuse map.


teh lag
Joined: May 6, 2008


Posted: Jun 19, 2011 11:32 AM    Msg. 3 of 3       
Quote: --- Original message by: UnevenElefant5
Pretty sure transparency is determined by the alpha channel in the diffuse map.


No, OrangeJuice is right. For shader_environments, transparency is based on the normal/bump map's alpha; unlike shader_models and most other shader types, the alpha of the diffuse is used not for transparency but for the specular (the equivalent of the red/blue channels in a shader_model's multi map).

You must also check off the "alpha tested" flag in the shader_environment tag.

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 11:04 AM 187 ms.
A Halo Maps Website