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Author Topic: [SOLVED] Transparent textures are opaque.  (Read 7627 times)
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Brawling Moi
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« on: March 29, 2014, 08:41:08 AM »


Hello, one of my textures are transparent, but in the game is opaque (black or white). Tried importing it as CMPR and RGBA53, but no luck. Besides, in HasPalette is set to False. I made sure it has an Alpha channel in Gimp too.

Real Texture:
http://s1293.photobucket.com/user/elaaviaports/media/HACA01_a6001a4d_2_zps60003854.png.html

In the game: http://s1293.photobucket.com/user/elaaviaports/media/alpha_zps975e2862.png.html
« Last Edit: April 03, 2014, 11:48:49 AM by Brawling Moi » Logged

Erico9001
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    « Reply #1 on: March 29, 2014, 11:46:41 AM »


    There are two options for transparency in brawl. The first is the transparency you'd get from like erasing with gimp and the other is the darker the color is the more transparent it is.

    Anyways, I noticed that if you hit re-encode on the pictures that use black as a transparency base, up in info is says "Transparency: 0" while for the ones that use the normal transparency it says "Transparency: 1"

    I think with the black transparency it makes anything normally transparent black.

    Anyways, I found that this isn't something you can change with brawlbox. Maybe there's an option to change it in gimp?

    If you can't find it, try exporting an image from brawlbox that uses normal transparency (has the option already set) and copy and pasting your image onto that. Just another idea I had.

    I suppose, alternatively, you could try coloring all of the transparency on your picture to black and see what that does.
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    BlackJax96
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    « Reply #2 on: March 29, 2014, 12:00:44 PM »


    The problem is because of the model, not the texture.
    Go to the properties of the material that uses that texture and set these values accordingly.

    Under "Alpha Function":
    128
    GreaterOrEqual
    And
    255
    LessOrEqual

    Under "Material"
    ZCompareLoc: True

    Also, make sure EnableBlend under "Blend Mode" is set to False.

    Now go to the shader attached to that material.
    Go to Stage0's properties.
    Assuming you're using the Brawlbox default shader, change these values under "c TEV Alpha Env":
    AlphaSelectionC: Zero
    AlphaSelectionD: TextureAlpha

    Use CMPR or whatever Brawlbox recommends for the texture format.
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    Erico9001
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    « Reply #3 on: March 29, 2014, 12:24:17 PM »


    The problem is because of the model, not the texture.
    Go to the properties of the material that uses that texture and set these values accordingly.

    Under "Alpha Function":
    128
    GreaterOrEqual
    And
    255
    LessOrEqual

    Under "Material"
    ZCompareLoc: True

    Also, make sure EnableBlend under "Blend Mode" is set to False.

    Now go to the shader attached to that material.
    Go to Stage0's properties.
    Assuming you're using the Brawlbox default shader, change these values under "c TEV Alpha Env":
    AlphaSelectionC: Zero
    AlphaSelectionD: TextureAlpha

    Use CMPR or whatever Brawlbox recommends for the texture format.
    Wow, thanks! I guess it is possible to make my sword's texture partially transparent if I just reverse the process!
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    BlackJax96
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    « Reply #4 on: March 29, 2014, 12:28:54 PM »


    If you want something partially transparent, just turn EnableBlend to true.
    Don't set any of the alpha settings I described above, that's only for full transparency.
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    Erico9001
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    « Reply #5 on: March 29, 2014, 01:10:10 PM »


    I'm trying to turn something partially transparent that uses alpha as transparency.

    I erased the image to partial transparency with gimp and had to change the format of the texture to cl4 for it to show the partial transparency in brawl box. With blend either on or off it looks like this in-game.


    While it originally looks like this
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    Brawling Moi
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    « Reply #6 on: March 29, 2014, 01:48:37 PM »


    The problem is because of the model, not the texture.
    Go to the properties of the material that uses that texture and set these values accordingly.

    Under "Alpha Function":
    128
    GreaterOrEqual
    And
    255
    LessOrEqual

    Under "Material"
    ZCompareLoc: True

    Also, make sure EnableBlend under "Blend Mode" is set to False.

    Now go to the shader attached to that material.
    Go to Stage0's properties.
    Assuming you're using the Brawlbox default shader, change these values under "c TEV Alpha Env":
    AlphaSelectionC: Zero
    AlphaSelectionD: TextureAlpha

    Use CMPR or whatever Brawlbox recommends for the texture format.
    Thank you, textures are fine now! Smiley
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    BlackJax96
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    « Reply #7 on: March 29, 2014, 03:00:15 PM »


    I'm trying to turn something partially transparent that uses alpha as transparency.

    I erased the image to partial transparency with gimp and had to change the format of the texture to cl4 for it to show the partial transparency in brawl box. With blend either on or off it looks like this in-game.


    While it originally looks like this



    Are you trying to make the original semi-transparent? Like, see-through, but not invisible.
    What's the texture look like (not in Brawlbox, the original file)?
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    Erico9001
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    « Reply #8 on: March 30, 2014, 01:36:09 PM »


    I didn't create the model so I don't have that. However, I'm pretty sure the person that made the model got the texture from this picture

    While in-game it looks like this
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    BlackJax96
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    « Reply #9 on: March 30, 2014, 02:40:23 PM »


    I don't really understand what you're trying to do. The original seems to match, aside from that symbol in the middle.
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    Erico9001
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    « Reply #10 on: March 30, 2014, 04:47:50 PM »


    I'm trying to make it more like how it looks in xenoblade, the second picture. That's the best picture I could find of it online, but you can see it if you zoom in. It's semi-transparent, kind of like blue glass. The model/texture I'm using in brawl right now is just a solid blue, and I want to make it semi-see through.
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    BlackJax96
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    « Reply #11 on: March 30, 2014, 05:41:52 PM »


    Oh. Take the original and set the texture to CMPR and set EnableBlend to True on the material. Keep the settings you have the same.

    Then all you have to do is make the actual texture semi-transparent and it should show like that. If you want it to "glow", you can also go to the material properties -> LightChannel1 -> Color and set Enabled to False.

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    Erico9001
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    « Reply #12 on: March 30, 2014, 07:28:14 PM »


    Oh! It worked, I just had to do rgba8 instead of cmpr Smiley

    Edit: Wow, looks really good. I think the glow is helping too.
    « Last Edit: March 30, 2014, 07:58:45 PM by Erico9001 » Logged

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    BlackJax96
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    « Reply #13 on: March 31, 2014, 02:14:12 PM »


    Thank you, textures are fine now! Smiley
    Oh! It worked, I just had to do rgba8 instead of cmpr Smiley

    Edit: Wow, looks really good. I think the glow is helping too.

    Glad I could help out.
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