Ok I've spent a couple of hours searching on GG forums to find how to have trees' shapes working (I mean with their transparencies..) in TGEA...I have to say that the method is really simple, what was difficult is find the info...
All you need is to create a material definition with the traslucent=true parameter for the textures that have transparencies...
Here my material definition to port the Oak shapes from the TGE 1.5 Examples into TGEA...
new Material(oak_bark)
{
baseTex[0] = "~/data/shapes/trees/oak_bark";
};
new Material(oak_branch)
{
baseTex[0] = "~/data/shapes/trees/oak_branch";
translucent = true;
};
I found out there is some issue with the transparencies when the HighDynamicRange lights(Dynamic are ok, only Highdynamic cause the problem...) are setted on in the graphic options that result in having transparencies in some part of the textures that must not have transp.
I'll check, anyway for the moment I'm happy to have it work.
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