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Author Topic: skinmeshes textures color/tranparency  (Read 1310 times)

« on: September 26, 2009, 12:34:42 AM »
first one question:
are the letters textured (textprint) skinmeshes?
because this asumption (there's an X file for each letter) is the base for this suggestion:

we can change color to white surface and transparency in the textprint object, SO!,
could be possible to change the color (to white surfaces, or at least very bright ones, which I guess is the limit here) and transparency to skinmeshes's textures as well??

because that would be great!  :)
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psikotropico

« Reply #1 on: September 26, 2009, 02:38:07 AM »
yes, you can... simply adjust the alpha channel in the fonts.dds file... also, if you paint the letters in white, you can change the color in the textprint window
« Reply #2 on: September 26, 2009, 03:40:31 AM »
you didnt get it psikoT ..

actually, is already possible to change the transparency in the editor / via script. you dont need to change the alpha in the ssd.

Ive already said that, see?
we can change color to white surface and transparency in the textprint object

what Im asking is that, IF the font is a .X file, and therefore, works like a skinmesh, THEN... could be possible to change transparency/color tone to the skinmesh (like you can do with the textprint)?.

also, could be possible to change the color to textprint (and eventually skinmesh) in runtime, like the transparency?
« Last Edit: September 26, 2009, 03:44:09 AM by loop »
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!

psikotropico

« Reply #3 on: September 26, 2009, 04:00:10 AM »
you're right... i don't get it...  ::)

like modeling a skinmesh, you must work in the texture alpha channel to adjust the transparency (not opacity) map... letters are UV textured skinmeshes, but if you're planning to modify the .x files, there are a huge amount of individual files to modify...

I think you can't change textprint color in runtime, but you can make words or complete phrases with sprites, wich are runtime color editables... hope it helps

only for curiosity... what do you want to do? i'm totally lost  ;D
« Reply #4 on: September 26, 2009, 04:05:43 AM »
GREAT! sprites works for my example too!

and sorry, I meant opacity not transparency. I was talking about the "transparency" for the whole thing... opacity!

going back to the main subject...
what I want to do is change the color/opacity to skinmeshes. that's why my first question was "are the letters textured (textprint) skinmeshes?".
if the sprites (I like 'em better now because you can change color in runtime) are textured skinmeshes then... could be possible to change the same things (color, opacity) in skinmeshes, in runtime?

now you get it?
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!

psikotropico

« Reply #5 on: September 26, 2009, 04:29:33 AM »
could be possible to change the same things (color, opacity) in skinmeshes, in runtime?

you can change color in runtime only to sprites... but maybe (dependig on what you want to achieve  ::) ) you can play with frame animated skinmeshes (with different color each frame) and blend them... but i'm not sure if this will work...
« Reply #6 on: September 26, 2009, 04:34:59 AM »
well, thing is you cant change opacity to skinmeshes either.
Crashing Boxes - winner of the 3d games category at the 5th Uruguayan video game contest
get a copy for your iPad/iPhone!
« Reply #7 on: September 26, 2009, 04:36:55 AM »
All shaders currently available for the SkinMesh object only support texture-based alpha (transparency/opacity). This cannot be changed runtime.

When users are able to write their own shaders, additional shaders supporting runtime transparency changes will be possible.
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