Quote:
Originally Posted by Packet
Edit:Actually, I just confirmed that alpha masking doesn't seem to carry over when I export to obj. I re-imported my OBJ back into 3ds max and the textures were fubarred like they are in the screenshot below.
Transparency in .png textures isn't working out for me. I set the material to use the alpha channel and renders come out alright. But in-game, these are my results. I'm trying to find an EQG zone that has a model (like grass or something) that I can reference. Is there a different shader perhaps?
http://xonos.net/zone/ss11.png
I noticed something which may be intended by design but I thought I might bring it up. The materials that are imported (like my trees) are seemingly duplicated. I use the same material on a large majority of the duplicate meshes in my scene. Instead of re-using the same material, it duplicates a copy of the material which makes it hard to do "mass edits" to referenced objects sharing the same material. But I'm not sure if this was intended or not.
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Everquest Player Studio mentions "All texture maps must be in 24-bit TGA with no Alpha channel."
Google searched 24-bit TGA with no Alpha Channel and I came across this.
http://www.yolkfolk.com/dizzyage/boo...or/page02.html
From the looks of it your texture images are opaque rather than transparent as your intending them to be. I had noticed player models and other stuff like UI use TGA files so seems there is a correlation. Anyway hope that helps you in figuring it out. Judging from the information in the link though you'd want 24-bit TGA "with" Alpha Channel in your case because you don't want your trees opaque.