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rctmaniac
07-31-2006, 03:49 PM
Hey,

I have figured out lights and someone said it would be better to use an Alpha to resemble glass. Could someone explain how I do this?

Thanks

hotroddude
07-31-2006, 04:12 PM
well im guessing you have two textures ( one for the bulbish part and one for the bottom ) when making the bulbish texture add an alpha texture ( black is clear, gray is semi clear, and white is solid ) so adding a grayish alpha texture would make it look like glass ( i think ) and when assigning the textures the the bulbish mesh, add the one with the alpha texture and use SiAlpha for the texture.

at least i think that how it works. hope that helps.

rctmaniac
07-31-2006, 04:21 PM
well actually the object is one and I just use a pure texture for the whole object as 1, but I will change it now. So when you say gray what do you mean? is there any type of gray I need to use? Do I need to set the RGB colours to a setting?
Sorry for all the questions,I appreciate the help

hotroddude
07-31-2006, 04:26 PM
just an 8 bit gray color, it needs to be the same size as the actual texture though so if your using a 256 by 256, the alpha needs to be a 256 by 256 8 bit bmp or it will crash

rctmaniac
07-31-2006, 04:45 PM
so it is saved as an 8bit 256x256 bmp (I use 256 textures)?

I know I ask a lot of questions, thanks again

hotroddude
07-31-2006, 05:02 PM
wait so are you using paint or something?

either way if your texture is a 256 indexed bitmap you use that same thing for the alpha texture

rctmaniac
07-31-2006, 05:25 PM
ok thanks i will try

hotroddude
07-31-2006, 05:41 PM
cool, hope it works.