Hi everyone!
I was wondering if someone could help me with this. We're making an adventure videogame, and are starting to rig, animate and implement the previously modelled and textured 3d assets. All was moot until the game engine (which uses .x files) refused to accept the opacity maps. So, we asked around the engine's forums (
www.dead-code.org) and they told us to use opacity maps that are RGBA with alpha. Fair enough. But... I got a bit of a garbled mess from 3d max. and I was under the assumption that opacity maps were done in shades of gray too. here is what happened:
Now, In the game engine forums I was actually told that it might have been something to do with the RGBA opacity map. But they just told me it was "Something" and I was just wondering if you guys who have a lot of experience with low poly and realtime models would know a suggestion.
In any case, Thanks in advance and Do have a good day!
Replies
Any other ideas anyone?
16 bit color usually means 5 bits each for red green and blue, and only 1 bit for alpha. That means just 2 colors, black and white, so you're going to get a horrible edge.
Some 16bit formats are 4 bits for each channel, so that's 16 levels of gray for the alpha.
Then you might also have the issue of Max not implementing the full PNG spec, which could lead to rendering errors. But how does the art look in your engine? If it looks crappy in Max but fine in your runtime, then no biggie.