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Alpha for meshes - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: SOMA (https://www.frictionalgames.com/forum/forum-55.html) +--- Forum: User created content (https://www.frictionalgames.com/forum/forum-79.html) +---- Forum: Technical Support (https://www.frictionalgames.com/forum/forum-80.html) +---- Thread: Alpha for meshes (/thread-30979.html) |
Alpha for meshes - Kaliyo - 09-27-2015 Is possible to add alpha channel for Soma models? Similar to Skyrim's nif where it's possible to cut some parts of texture and these empty parts will be rendered as simple transparent for model. I see none that property in .ent RE: Alpha for meshes - Romulator - 09-27-2015 ![]() The alpha channel is applied in the Material editor. I cannot recall exactly how you do it, but its either:
If you want to experiment, the particular material I loaded is located in: entities\creatures\crust\vent_crab And the actual alpha image is in the same folder, appropriately titled: vent_crab_alpha.dds RE: Alpha for meshes - Mudbill - 09-27-2015 Yes, as said above, just apply it through the material editor. However, remember to add the channel when you export the texture. In .tga and .dds files, you can add an alpha channel to filter the opacity. In the editor, I believe you add the Alpha blend mode (although it doesn't look to be the case in the screenshot above). Edit: (Oh, right, yeah instead of the blend mode you can use the Alpha texture unit check box to apply it as a separate file.) RE: Alpha for meshes - Kaliyo - 09-27-2015 Thank you, it worked! |