[project1dev] Re: Textures for Biobeastie

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 7 Jan 2010 09:42:03 -0800 (PST)

Thanks for the info Alan, that is just what I was looking for.
 
Thank u much.
 
Katie

--- On Wed, 1/6/10, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:


From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [project1dev] Re: Textures for Biobeastie
To: project1dev@xxxxxxxxxxxxx
Date: Wednesday, January 6, 2010, 4:36 PM



for the alpha map thing, png's support 8 bit alpha which lets you specify 
pixels as full transparent, full opaque, or anywhere in between.
 
so if you use a png texture on something, you can use the 8 bit alpha and do 
semi or full transparency where needed.  The game can handle that just fine.
 
Not sure about the look we are goin for though (for the green liquid etc) so 
not responding to that stuff hehe :P

On Wed, Jan 6, 2010 at 3:35 PM, katie cook <ktmcook@xxxxxxxxx> wrote:






I know how to do alpha maps, but I don't know about translucent maps. Do they 
work just as a alpha map? I was wanting to make a somewhat glassy scratched 
green texture that is translucent on the tubes and tanks, so they would 
simulate the green color and looked scuffed/worn, but stil see through to 
bypass animated liquid. If it was all green and translucent, then it would look 
full 24/7, but wouldn't require animation. Just as far as focus of battle if 
you will, since the character playing will be more focused on the fight, then 
animated liquid might be overcompensating. But if it is going to be a longer 
battle sequence or something that we want to draw attention to and show off, 
then that is cool too. 
Just trying to keep things efficient to purpose.
 
Let me know your thoughts guys, and I will do whatever you think is best.
 
Thanks Guys,
 
Katie

--- On Wed, 1/6/10, eric <figarus@xxxxxxxxx> wrote:


From: eric <figarus@xxxxxxxxx>
Subject: [project1dev] Re: Textures for Biobeastie
To: project1dev@xxxxxxxxxxxxx
Date: Wednesday, January 6, 2010, 1:06 PM 





You can set the alpha for textures in milkshape, this let's you make 
transparent and opaque stuff 
Sent via BlackBerry from T-Mobile


From: katie cook <ktmcook@xxxxxxxxx> 
Date: Wed, 6 Jan 2010 13:06:58 -0800 (PST)
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Textures for Biobeastie






Hey Guys,
 
I was wondering if the game supports transparency/or translucent maps. I was 
thinking that I could do translucent green textures for the tanks and tubes.
 
Let me know.
 
Thanks
Katie





      

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