| 05-24-2005, 02:11 AM | #1 |
I've mdl edited a sammy cube to play the water animation, but i cant got it to be transparent. Can you not add an additive filter mode on top of a blend filter mode? I'm attaching the mdl and mdx in question. Any help is appreciated. |
| 05-24-2005, 02:29 AM | #2 |
Try using an additive layer instead of the blend layer to make it ghost-like. If you want to retain the solid underlayer, then you could add a second layer to that material using an additive, but I've never tried it with blend. Edit: I tried using an additive and it works, but your animation sequence makes it blink visible and invisible. |
| 05-24-2005, 02:56 AM | #3 |
If I add a second additive layer on top of the blend, the converter will not compile it. If I just make it additive it blinks. I don't want to use the water elemental method of animating a texture because it looks too fake. Got another idea. How could I make the animation make it see-through like on the rising water doodad? |
| 05-24-2005, 03:35 AM | #4 |
Actually, its just your animation sequence that is screwing it up. The blend is working just fine because in the RisingWaterDoodad it is a plane and not a cube. Also, the RisingWaterDoodad isn't see through. |
| 05-24-2005, 05:02 AM | #5 |
It is when it starts to come up. Anyway, you need to add Alpha points to the cube, this will make it transperant like water instead of glowing like additive. Check the rising water doodad and you'll see what i mean. |
| 05-24-2005, 11:39 PM | #6 |
Ok, it is now water like. Unfortunatly, it now crashes the world editor when I try and use it. It works fine in the Warcraft3Viewer though... All I did was change the alpha in the material from Bezier to Linear and make the times correspond to the units animation. |
| 05-25-2005, 12:59 AM | #7 |
That happens to me at times. I'm sure if you wanted to go through the entire code you could probably find what caused it, personally i just remake the last step i did. Several times i've had to re-add particle emitters because they crashed WE. Oddly enough even when i remake them exactly as they were before, it now doesn't crash WE. Stupid tempramental program. |
| 05-25-2005, 04:48 AM | #8 |
Here is your working model. I ripped out the other materials so there is only the cube. |
| 05-26-2005, 01:12 PM | #9 | |
Guest | Quote:
Can you elaborate it a bit? The rising wather doodad have a variable trasparency, depending on the animations :god_help_us: I need to know what lines of the codes should i edit, and how to set a % transparency. |
| 05-26-2005, 03:03 PM | #10 |
You just need to edit the material layer and add an alpha layer like in the RisingWaterDoodad. |
| 05-26-2005, 04:11 PM | #11 |
Guest | If i understood correctly, the alpha layer in the risingwaterdoodad set the transparency % in each animation. But what if the model has no animations? |
| 05-26-2005, 07:11 PM | #12 |
You can use a geosetanim to add transparency... Or, you can add to your material a line something like this: static Alpha 0.5, I think it goes like that, I don't do much transparency. |
| 05-27-2005, 01:02 AM | #13 | |
Quote:
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| 05-27-2005, 05:34 PM | #14 | |
Guest | Quote:
Nope, a lot of models - mostly doodads- don't have even one animation and work fine. I still haven't got how the code should be. Can anyone cnp the material from the mdl and post it here please? I need it for a few interior pack doodads. ![]() |
| 05-27-2005, 06:22 PM | #15 |
Doodads do actually have an animation, but, chances are they have no keyframes; just a single bone. |
