Linker Split 0 Posted October 22, 2006 Hi folks out there!!! I need help... I've just created the Ia Drang valley, and the grass model too... but I was wondering... I want to have this type of texture (see how I used Alpha channels) without having this error (related to the Alpha Channel): Is it possible to have a "faded" alpha channel, instead of the classic "White-black" one? plz answer me.... If I saved the texture in the ".pac" format, but this format always delete the "faded" effect on my TGA... Share this post Link to post Share on other sites
AtStWalker 0 Posted October 22, 2006 perhaps it is caused by the aliasing pal Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted October 22, 2006 try using PAAtool 1.1 and turn off alpha filtering when you convert your textures it will solve the problem shown in your pic it will still keep the gradient at the bottom of your grass texture, Share this post Link to post Share on other sites
Linker Split 0 Posted October 22, 2006 Ok I'll try it now... plz stay here in this forum!!! You are the only one who is trying to help me thx Share this post Link to post Share on other sites
Linker Split 0 Posted October 22, 2006 Quote[/b] ]and turn off alpha filtering when you convert your textures how to do this? ther's no options for it... Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted October 22, 2006 you need version 1.1 pm your email to me and i'll send it cos i think its hard to find working links anymore Share this post Link to post Share on other sites
Linker Split 0 Posted October 22, 2006 I've just sent you my E-MAIL m8 Share this post Link to post Share on other sites
Linker Split 0 Posted October 22, 2006 oh nooooo! It still doesn't work!!! Do i have to leave the box emprty right? But I still have the prob... do I need to change something in the other boxes??' plz answer me!!!! Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted October 23, 2006 tick the box and use autodetect or dxt1 5.5.5.1 leave the other setting and it should work Share this post Link to post Share on other sites
Linker Split 0 Posted October 28, 2006 Well, the prob still exist... i don't know what to do, cause if I save the textures without the transparency, they looks ok, but they don't seem real grass.... Here there are the textures and my grass model... plz someone help me!!!! anyway thanks where's my rabbit? for wasting your time helping me... Share this post Link to post Share on other sites
wheres my rabbit ? 10 Posted October 28, 2006 ?? sent you another email i did the textures for you...altho i was apparently full of shit about the alpha gradient being kept at the bottom of your grass texture cos when i looked at in buldozer it doesn't show...but your problem in your pic above is fixed i also sent you another grass model to show how you can make your grass less laggy Share this post Link to post Share on other sites
Linker Split 0 Posted October 28, 2006 ah Where is my rabbit, maybe you misunderstood... I want to keep the alpha gradient at the bottom of my textures, but I don't want the error i told you... Do you understand me?? Share this post Link to post Share on other sites
Araon 0 Posted October 28, 2006 ah Where is my rabbit, maybe you misunderstood...I want to keep the alpha gradient at the bottom of my textures, but I don't want the error i told you... Do you understand me?? Â Not possible i'm affraid. Share this post Link to post Share on other sites
Linker Split 0 Posted October 28, 2006 so no way of doing it??? but some textures (weapon textures) have what i want... (see for example some optic texs)... Share this post Link to post Share on other sites
Ian Malcolm 0 Posted October 28, 2006 so no way of doing it??? but some textures (weapon textures) have what i want... (see for example some optic texs)... Yes. But optics on weapon is a bit different thing. All "cockpits" and optics are drawn last and smooth alphatransparency can be used on them without unwanted artifacts. But alphasorting between separate objects in the scene is almost impossible. That's why isn't smooth alpha used on original OFP trees or bushes. Share this post Link to post Share on other sites
Linker Split 0 Posted October 28, 2006 so nothing to do... even if I try to use RGBA 4:4:4:4? or try to add a different class to my model? because it's animated, I configured it as an House... Share this post Link to post Share on other sites
Ian Malcolm 0 Posted October 28, 2006 so nothing to do... even if I try to use RGBA 4:4:4:4? or try to add a different class to my model? because it's animated, I configured it as an House... No. You can only make lower grass, so bad alphasorting will be visible only against the ground and thus it will be hard to spot. I don't know about any other solution and i doubt anybody else knows. Share this post Link to post Share on other sites
Linker Split 0 Posted October 28, 2006 Ok men, if I'll have some news, I'll post here... thanks again everybody! Share this post Link to post Share on other sites
Ian Malcolm 0 Posted October 28, 2006 Ok men, if I'll have some news, I'll post here... thanks again everybody! No worries mate. Good luck. Share this post Link to post Share on other sites
feersum.endjinn 6 Posted October 29, 2006 To get it work bit better it would require code changes to OFP to increase alpha test threshold and even then end results might be bit funny depending on which blending mode is used on those textures. It would require modifying actual engine EXE or DXDLL or similar program. Share this post Link to post Share on other sites
Linker Split 0 Posted October 29, 2006 Untill BIS or Codemasters won't release the source code, I can't do anything... I'm looknig for some references in the EXE files with a program, PE Explrer, but since now I still can't edit an EXE or a DLL, 1) it's an illegal thing (reverse Engineering) and 2) there's not a way of grabbing the source code from a compiled EXE... I tried asking in the Borland forum, but all told me the same thing... no way of obtaining the source code (even if for personal use)... Share this post Link to post Share on other sites
feersum.endjinn 6 Posted October 29, 2006 Or just wait couple of months until Armed Assault is released and there will be native support for grass detail textures. Share this post Link to post Share on other sites
Linker Split 0 Posted October 29, 2006 lol the last possibility is a good one! Btw... since now, I've just created animated grasses... but I'm planning a map like Crysis, with interactive objects Stay tunned, more to come... btw... Do you know if DDS are supported from Ofp??? Share this post Link to post Share on other sites