Hello guys
I'm working on a low end game (DS) and we use indexed bitmaps for textures, where the first color slot is used by the engine as 100% transparent.
Is there any way to configure the opacity slot in max to use an specific RGB color as transparency?
I'm really tired of creating 1-bit alpha maps only for viewing my textures properly in the viewport, it's a bit annoying.... if anyone knows any other workarounds please let me know.
thanks in advance
Replies
that way you can use the composite renering as masked image in your engine.
As for aliased edges towards the background (in case you don't know yet) check this one:
hmm thanks renderhjs but that's not what I'm looking for.
We have to use indexed .bmps for our textures (remember it's a DS game) and our engine uses the first slot in the pallette for 1 bit transparency. There are multiple objects in the scene, so setting the background to my transparency color won't do it.
I'm basically trying to find a way (or a plugin) which allows me to use the same .bmp for both diffuse and opacity, and tell max to use the first color in the pallette for 100% transparency. (I always use the same RGB value for this, 255 0 255)
Since this is a common feature in many engines (I remember goldsrc had a similar system for transparency) there must be a workaround somewhere to do that on max.
drop an RGB Tint material in the opacity slot, and for magenta (255 0 255) set the colours to
r - black
g - white
b - black
hmm that should work in theory but it's not working.
I noticed that if one of the RGB slots in RGB Tint is set to white the entire texture gets opaque, while if you set them to gray/black it turns transparent
r-white
g-black
b-white
Then in the map go into output, and check on invert. That seems to work for me.
Still nothing... Maybe I'm being stupid here but all I get is a transparent line where my texture tiles. Here, I made an example texture:
That is an issue with max's .bmp display, not your UVs. It doesn't tile them correctly. It sucks.
I think there is another format or two that has that issue as well (.png?). .tgas are the best to work with, IIRC.
haven't got max in front of me, but it should just ... work
Thanks man, I'll try that!
Ghostscape: Yeah I hate .bmps as well but it's an engine specification (remember, its a DS game )
I've used nns_tga's before and got some nasty artifacts on my textures. I went for a "pixel art" look, so all my textures were around 8x8 - 16x16 most of the time, so no need for compressed textures. They work great for bigger textures though (64x64, 128x128)
I actually used only about 60% of the available vram I had for my scene.
http://www.cgnewspaper.com/load/images/feature2008/max09/max9-colormap.jpg
and it lets you tweak booth alpha and RGB apart. Maybe there is a way through blend modes to filter out a specific RGB color.
Once that is figured out it could be automated by using maxscript and reading out the initial bitmap and within that file the first color in the palette. That color will then be used in the other part.
I did not succeeded yet but it might be worth a try
Hmm I'm using Max 9, my composite maps look quite different than that =(
just dont use the stupid texel compression - i just finished a whole title with extensive use of the nns_tga, it works like a charm if you work with the limitations in mind.
you just have to export them correctly from photoshop that max has an alpha channel to work with, as the nns stuff is just in the tga header..
read the documentation, its rather usefull - the whole 3d tool stuff for ds is quite mature.