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How to Make Transparent Textures with Wallyby www.egir.dk
By Robert Olesen (Egir) - october 4, 2007Transparent textures in Half-Life are named something like{<NAME>, where <NAME> is a valid texture name. An exampleis {BLUE.
Usually one uses the blue colour 0 0 255 in RGB to mark the area thatshould be transparent, but this is only a convention andnot strictly necessary for the texture to be transparent. Since it isnot necessary for the transparent part to be blue, blue wont simply betransparent just because you prefix your texture with a {, userender-mode solid, and FX-amount 255 in entity properties. This shorttutorial will explain how to work around this technicality.
I assume that you have already made a texture in wally and colouredthe part that should be transparent blue (0 0 255), like in thefollowing picture.
Use the "Eye Dropper"-tool to select the transparent colour as yourprimary colour. Once your primary colour is the one you want to betransparent we should translate its index to 255; to do this gotoColors -> Translate Colors. You will now get the following dialog:
1 is the index of the colour you have selected, and want to turntransparent. 2 should always be 255, because this is the index of thecolour that will be transparent (when the texture is prefixed with {,rendered as render-mode solid and fx-amount 255). Remember to tag SwapIndexes (3) before clicking OK. This will make sure that blue willremain blue, but become transparent colour.
You have now successfully reindex the colour you want to betransparent to index 255 as shown in the screen shot below.
The transparency of your texture should now be working
[ 本帖最后由 Simen.sllove 于 2007-11-20 09:33 编辑 ] |
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