24.04.2009 22:43
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Beginner
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Alpha Maps not working
Alpha maps in sandbox seem like a lottery. Sometimes they work sometimes they dont.
I saved an alpha map as a DX1 1bit alpha as dds file and applied it to a ceiling in an interior.
I set the Opacity to 99 and alpha to 1 or 0. It still doesnt work. The whole object turns transparent.
How can you avoid this? What kind of file does works when is it not working?
This post has been edited 1 time(s), it was last edited by reiro: 24.04.2009 22:45.
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25.04.2009 00:46
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Skilled Modder
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What export settings are you using? Also can you post a pic of you alpha channel?
Exporting as diffuse_highquality with alpha rgb selected always works for me.
Are you using the crytiff plugin or the nvidia dds tools? Only the crytiff plugin is supported and I would recommend using it.
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25.04.2009 02:07
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Beginner
Thread Starter 
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Originally posted by MWLL|Death_Grin
What export settings are you using? Also can you post a pic of you alpha channel?
Exporting as diffuse_highquality with alpha rgb selected always works for me.
Are you using the crytiff plugin or the nvidia dds tools? Only the crytiff plugin is supported and I would recommend using it. |
I will try saving it with crytiff maybe that helps. Format is dds created with nvidia see attachment.
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alpha.jpg |
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reiro has attached this image (reduced version):
This post has been edited 1 time(s), it was last edited by reiro: 25.04.2009 02:10.
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25.04.2009 05:52
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Skilled Modder
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Your alpha channel should be inverted (color)
Are you using a seperate alpha map for the texture or is your alpha part of your diffuse? From looking at your setup in PS it looks like you have a seperate dedicated alpha map?
This is what it looks like from your layer preview. Cryengine does not require this.
A alpha channel in your diffuse texture is all you need. Just remember the engine reads the alpha channel as 100%black=100% opacity while pure white=0% opacity (clear)
I would just create a alpha channel in your diffuse then copy and paste the alpha you already made in there after inverting the color. Then export with crytif as a diffuse_high quality with RGB Alpha selected. You should see the white parts of your alpha channel go clear in the preview window of the crytiff exporter if its all correct.
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This post has been edited 2 time(s), it was last edited by MWLL|Death_Grin: 25.04.2009 05:56.
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25.04.2009 20:55
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Beginner
Thread Starter 
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| quote: |
Originally posted by MWLL|Death_Grin
Your alpha channel should be inverted (color)
Are you using a seperate alpha map for the texture or is your alpha part of your diffuse? From looking at your setup in PS it looks like you have a seperate dedicated alpha map?
This is what it looks like from your layer preview. Cryengine does not require this.
A alpha channel in your diffuse texture is all you need. Just remember the engine reads the alpha channel as 100%black=100% opacity while pure white=0% opacity (clear)
I would just create a alpha channel in your diffuse then copy and paste the alpha you already made in there after inverting the color. Then export with crytif as a diffuse_high quality with RGB Alpha selected. You should see the white parts of your alpha channel go clear in the preview window of the crytiff exporter if its all correct. |
Yes iam using a seperate Alpha map that i loaded into the opacity slot in sandbox.
If i create just an alpha channel in the diffuse where do i load the alpha channel in sandbox?
Do i just load the diffuse and set the opacity level and it shows?
Or do i need to load in the alpha map into the opacity slot?
What do you mean by inverting the color? What color? You mean the RGB channels? Dont get it sorry. The holes in the alpha map are 100% black and everything else is white.
This post has been edited 4 time(s), it was last edited by reiro: 25.04.2009 21:00.
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25.04.2009 21:11
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Skilled Modder
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All you must do it set the alpha % above 0 (the bar just above the opacity- I don't know its real name
The engine should take care of the rest for you.
And by invert colors I mean invert your alpha map colors they are backwards. The holes should be 100% white if you want them completly see-though.
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25.04.2009 21:29
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Beginner
Thread Starter 
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| quote: |
Originally posted by MWLL|Death_Grin
All you must do it set the alpha % above 0 (the bar just above the opacity- I don't know its real name
The engine should take care of the rest for you.
And by invert colors I mean invert your alpha map colors they are backwards. The holes should be 100% white if you want them completly see-though. |
Ok got it...color just didnt made sence for me
Thanks a lot i ll give it a shot.
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