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merlin

Procedural Textures & Transparency for a unit.

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This is more of a feasibility question than anything, but i'm interested in making an adversarial mission where a group of players is hunted by some spooky supernatural entity (in CSAT gear obviously) the mission is rather straightforward but what i'd like to do is give the hunter some degree of transparency. I was delighted to read about the introduction of procedural textures in Arma 3 and would like to know if this is the correct approach or if it is even possible to make a player semi-transparent. I experimented with each of the procedural texture functions such as irradiance and fresnelGlass and toyed with the alpha values (I understand fractions should be preceded by a zero) but all it would do is seemingly make the texture brighter or dimmer. A lot of the language in that biki page is over my head so it's possible i could have missed what i'm looking for.

If I got this working i'd like to create a function that would change the transparency as a function of the hunter's proximity to his quarry, so he could safely maneuver at a distance but as he got closer to attack he would be vulnerable.

Thanks for your time.

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