irredit problem(solved)

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3DModelerMan
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irredit problem(solved)

Post by 3DModelerMan »

Hi anybody know how to use a seperate grayscale alpha map in irredit?.
Thanks. :D
Last edited by 3DModelerMan on Tue Jun 24, 2008 12:43 am, edited 2 times in total.
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JP
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Post by JP »

It may not be possible... is it something you can do in irrlicht itself without using shaders or editing the source? If not then you can't do it in irrEdit and even if you can do it in irrlicht doesn't mean you can do it in irrEdit unfortunately.
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hybrid
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Post by hybrid »

separate alpha maps are currently not available for Irrlicht. If someone could tell me how to adapt the d3d alpha_channel material to use an alpha map from slot 2 I'd add this feature to Irrlicht (so alpha_channel would become a solid+alpha material in case two textures are provided).
3DModelerMan
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thanks

Post by 3DModelerMan »

Okay I guess I'll just create a new alpha channel in photoshop.
Thanks!! :D .
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dlangdev
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Post by dlangdev »

hybrid wrote:separate alpha maps are currently not available for Irrlicht. If someone could tell me how to adapt the d3d alpha_channel material to use an alpha map from slot 2 I'd add this feature to Irrlicht (so alpha_channel would become a solid+alpha material in case two textures are provided).
I found a webpage covering it...

http://www.gamedev.net/community/forums ... _id=440324

One poster mentioned using shader code for d3d. Sounds like a tex2d() func call.
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lostclimategames
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Post by lostclimategames »

you could always write a small shader, multiplying the alpha of the the model by the alpha map.
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Post by BlindSide »

hybrid wrote:separate alpha maps are currently not available for Irrlicht. If someone could tell me how to adapt the d3d alpha_channel material to use an alpha map from slot 2 I'd add this feature to Irrlicht (so alpha_channel would become a solid+alpha material in case two textures are provided).
Good idea, it seems like you already have OpenGL figured out?
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hybrid
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Post by hybrid »

Yes, OpenGL does work here locally. So I'd just need the d3d render states which use the RGB from the first texture and alpha from the second.
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