View Full Version : Overlay not showing right in game ?
13th Jun 2012, 08:59 AM
I was making this http://www.sonnemanawayoflight.com/solaris-drop-pendant-p-1674.25.html light and although I couldve modeled those holes but it wouldve been too many polys.So I made an overlay.
13th Jun 2012, 09:35 AM
Go to the meshtab and open the materials box of that particular meshpart.
Add the lines alphamap and alphamask threshold to it.
Link the alphamap to your multiplier texture(diffuse) if the part is castable.
If its not castable link it to your custom texture or overlay.
set the alphamaskthreshold to arround 100(lower is more crispy and makes it solid at close distance, higher is smoother but tends to dissapear at far distance.)
If it is castable both the alpha channel of your multiplier and overlay need to be the same(for that part)
13th Jun 2012, 09:14 PM
Im new to this particular section of tsrw so how do I " Add the lines alphamap and alphamask threshold to it." :/
13th Jun 2012, 09:40 PM
if you click the materials box(on the right next to it) a popup window will appear with the MATD settings.
On top there is a drop down menu were you can add parameters and tons of other stuff.
13th Jun 2012, 10:00 PM
Yea I know that haha but I mean specifically how do I " Add the lines alphamap and alphamask threshold to it."
And where do I go to do it.
13th Jun 2012, 10:04 PM
13th Jun 2012, 10:15 PM
oh I swear that wasnt right there eariler :D
Hope this works
14th Jun 2012, 07:27 AM
So it works how ever I can only see the holes up close its still not like the tsrw version.
Do I make the alpha mask threshold higher ? And whats the highest ?
14th Jun 2012, 09:03 AM
200 is the highest i think.
i doubt if you can have it display the way you like it, i once tried with decalls but never got them right.
think you have to set it to 10 orso, makes it solid at close distance but might look good further away.
Wat is the texture size you using for it?(nm...512x512)
You can also change the shader into glass, might look better(dont load its default settings!)
Just pick glass for objects
If you can not make it work there is one last option, to give it a tiny standalone texture with only the cutout pattern on the alpha.
EA uses it on large objects
I use it on car grilles:
You do need to cretae a alpha on this jpg ofcourse.
So you basicly regroup that part in a seperate meshgroup so you can give it its own MATD settings.
You uvmap the part(or scale it down) on to that tiny dds file.
After you imported it in TSRW you scale up its uvcoordinates.
ITs a must on large objects, it keeps the packages real small and performs much better.
If you like i walk you through on how to set it up in tsrw
16th Jun 2012, 05:58 AM
And yea I would like to know how to set it up in tsrw.
That section is already in its own meshgroup btw
16th Jun 2012, 06:59 AM
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