Partially Transparent Textures

Started by ForOhFor Error, April 20, 2013, 12:09:35 AM

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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.

FC: 2191-7379-6272

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.

So would 0 in that be fully transparent, or 255?

FC: 2191-7379-6272

Shiet, I've forgotten. I believe 255 is completely opaque...?

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

:/ Still fully opaque.

FC: 2191-7379-6272

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

Maybe look at falco's scouter thing? Tabuu seems like a complex model.

FC: 2191-7379-6272

Tabuu isn't too bad, but yeah that might work a whole lot better, actually. Didn't even think about that.

April 20, 2013, 02:14:31 AM #8 Last Edit: April 20, 2013, 02:16:52 AM by DarkPika
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)

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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.