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InsideQC Forums • View topic - FitzQuake - tga's - and transparency

FitzQuake - tga's - and transparency

Discuss the construction of maps and the tools to create maps for 3D games.

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FitzQuake - tga's - and transparency

Postby ceriux » Fri Jan 28, 2011 8:07 am

im sorta having troubles with the tga support on fitzquake and the transparencies. I made my texture, made sure it had an alpha layer, put it in textures/texname.tga , it loaded in my map. but the transparency is white! whats wrong? anyone help please?

example:

Image
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Postby Baker » Fri Jan 28, 2011 7:25 pm

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Postby ceriux » Fri Jan 28, 2011 7:29 pm

it's half-life bsp in the fitz plus engine you directed me to. and a tga with a alpha channel. ill upload the texture and the map.



preview Image

here's the psd. http://www.megaupload.com/?d=C1NNHV6N

that tga might be a little off. if you open it up in an editor and it still has a white background. thats the wrong one.

PS: i think i may know why it's happening. i just opened up my tga and it has a white layer. still... i think somethings up with that ill see if i can fix it.

it seem's that tga's wont save with an alpha... it automatically fills in white.
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Postby Baker » Fri Jan 28, 2011 7:47 pm

I know you took that screenshot in the modified FitzQuake.

Actually, what I meant is load up the map in some other Quake engine where this feature is working like FTEQW or something and take a screenshot (and let me know what engine you took the screenshot in, like if you used FTEQW for the correct looking version screenshot).

But yeah, try to fix the texture first obviously.
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Postby Arkage » Fri Jan 28, 2011 8:01 pm

.tgas use a serprate alpha channel. In photoshop select all the areas you want transparent and then goto the channels tab and click add a new channel. You may need to invert the channel (I can nerver rembear if black is transparent or not :S ).
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Postby ceriux » Fri Jan 28, 2011 8:06 pm

ahh okay, let me try that.

arkage, i did it your way and no go either. im going to download fte since darkplaces hlbsp is messed atm. and see if my map runs okay in that.

it does the same in fte... -.-
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Postby mh » Fri Jan 28, 2011 9:46 pm

That feature doesn't work in FitzQuake. Try the RMQ engine which has support for it (prefix the texture name with a '{' to enable it).
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Postby ceriux » Fri Jan 28, 2011 9:49 pm

does the rmq support hlbsp, full md3 support, csqc, and frikfile?

these seem to be the key features i need which the only netquake engine i know which supports all of these is darkplaces, but its hlbsp is broken atm.
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Postby Rikku2000 » Fri Jan 28, 2011 10:09 pm

hmm maybe its work. Dont know but here is an tut for tga:

http://paulyg.f2s.com/prog8.htm

Image Image
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Postby ceriux » Fri Jan 28, 2011 10:14 pm

says something about glut32 missing.

i was looking through the darkplaces website and it says that photoshop has issues saving the tga right, that gimp can do it. so im going to download gimp and see if it fixes the problem.
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Postby Feared » Fri Jan 28, 2011 10:26 pm

Last edited by Feared on Fri Jan 28, 2011 10:27 pm, edited 1 time in total.
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Postby ceriux » Fri Jan 28, 2011 10:27 pm

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Postby Rikku2000 » Fri Jan 28, 2011 10:54 pm

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Postby mh » Fri Jan 28, 2011 11:05 pm

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Postby ceriux » Sat Jan 29, 2011 5:13 am

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