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Help & Tutorials => Help => Topic started by: ForOhFor Error on April 19, 2013, 06:09:35 PM



Title: Partially Transparent Textures
Post by: ForOhFor Error on April 19, 2013, 06:09:35 PM
I'm working on a stage, and I need to add a semi-transparent glass texture. I have a png of it imported as a CI8 texture with a palette, and the material has EnableAlphaFunction set to true, but while the brawlbox preview is fine, the texture is opaque ingame.


Title: Re: Partially Transparent Textures
Post by: Gamma Ridley on April 19, 2013, 06:15:26 PM
In my testing, I've found that the alpha value in KReg3Color in the TEV Konstant Block is useful for semi-opacity. KonstantAlphaSelection in the shader probably has to be set to KSel_3_Alpha I think.


Title: Re: Partially Transparent Textures
Post by: ForOhFor Error on April 19, 2013, 06:30:58 PM
So would 0 in that be fully transparent, or 255?


Title: Re: Partially Transparent Textures
Post by: Gamma Ridley on April 19, 2013, 06:43:35 PM
Shiet, I've forgotten. I believe 255 is completely opaque...?

100/128 would be a good starting point I think.


Title: Re: Partially Transparent Textures
Post by: ForOhFor Error on April 19, 2013, 08:04:42 PM
:/ Still fully opaque.


Title: Re: Partially Transparent Textures
Post by: Gamma Ridley on April 19, 2013, 08:05:48 PM
Hnnnnnghnjecnjnw

Try examining Tabuu's materials/shaders, that's what I did. You should be able to build up your own by examining his.


Title: Re: Partially Transparent Textures
Post by: ForOhFor Error on April 19, 2013, 08:06:48 PM
Maybe look at falco's scouter thing? Tabuu seems like a complex model.


Title: Re: Partially Transparent Textures
Post by: Gamma Ridley on April 19, 2013, 08:07:43 PM
Tabuu isn't too bad, but yeah that might work a whole lot better, actually. Didn't even think about that.


Title: Re: Partially Transparent Textures
Post by: DarkPikachu on April 19, 2013, 08:14:31 PM
BJ mentioned something quite a while ago about the material definitions needing to be linked to the object before alpha will work...

I have an RGBA8 texture for Pikachu's main texture to be used for alpha on Pika's tail.

if all goes well, it should be semi-transparent to make the "fur" look more realistic


I currently get the same thing...
it's fine in brbx,
but shows up black where the alpha is on the model in game.


EDIT:
yes, the alpha function needs to be on, and you need to set the TEV's correctly...
(I havn't played around with the TEV's too much to know exactly how they work)


Title: Re: Partially Transparent Textures
Post by: BlackJax96 on April 19, 2013, 08:22:40 PM
http://forums.kc-mm.com/index.php?topic=38135.0 (http://forums.kc-mm.com/index.php?topic=38135.0)

If you want the texture to be semi-opaque, like the lenses of some sweet shades or something, then you'll want to set EnableBlend to true instead of using the alpha function.
When using the alpha function, keep EnableBlend set to false.