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  #16  
Old 05-29-2005, 01:36 AM
Sakrateri's Avatar
Sakrateri
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Join Date: Mar 2004
Location: England
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Yes please , knowledge is best shared btw thanks again wc for all the hardwork , this proggie is awsome, I have made several unique zones and the players love them
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  #17  
Old 05-29-2005, 09:09 AM
GeorgeS
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Join Date: Sep 2003
Location: California
Posts: 1,474
Default transparency

I will post a very detailed pdf with the procedure for making tranparent leaves.. I already have this down to an art now

Something peculiar after (object/export as mesh), the mesh entry is not present when clicking the 'mesh objects' button (right window pane). I have to restart OZ to see it again. The object is immediately present when clicking on 'select ground textures' however.

Scaling a mesh selected from library and exporting to S3D, all end up being the same size. Rotation and move works however.
(I created a small and large tree by taking my mesh library large tree, scaling it down, 'object/export as mesh' and named to ~small_tree)
Looks like size inheritance is permanent from parent object

http://www.wizardportal.com/optimaiv...mu/scaling.jpg

...and the zone preview
http://www.wizardportal.com/optimaiv...tput_scale.jpg

another finding -
Textures ~.bmp exported with OZ to .S3D are not identical as original.

Later (tutorial coming...)
George

Last edited by GeorgeS; 05-29-2005 at 05:19 PM.. Reason: edit
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  #18  
Old 05-29-2005, 11:00 AM
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KhaN
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Join Date: Mar 2004
Location: France, Bordeaux.
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Quote:
Textures ~.bmp exported with OZ to .S3D are not identical as original.
Converted to DDS.

For everyone that willing to do transparency mask, i dont really recommand tweaking BMP (its more a tweak than a real option in BMP), and if you dont have also enough knowledge to messup with DDS and replace them later in the zones you makes, your best, and easiest solution is to separate the normal map (the leaf texture), and the transparency map (black and white texture, where black = transparent).

When you will import your 3ds objects in OZ, it will be taken in count, also, you can reduce texture momery loaded, by using the same transparency map for multiple leaf texture.
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