I don't have specific instructions for a transparent window, but this tutorial on exporting a transparent material using irrb should give you a reasonably good idea on how to do it.
Yes, irrb works with Blender 2.49. And here's a little more information on creating transparent windows - like xray noted you'll need to make the glass area of the window semi-transparent using the alpha channel of the image. After you've done that, uv map the window image/texture to the portion of your mesh that contains the window. It's that simple .
Here's a quick semi-transparent window I created in gimp: window.xcf
The layer named "Glass Tint" contains the alpha setting. The blood & scratch layers were created using custom brushes (google "gimp blood & scratchy brushes").
In Blender I created a floor & wall and cut out 3 windows using "loop cut" (CTRL+R in edit mode). Textured the windows and assigned the UV layer name: "trans_alphach". Here's a link to the .blend file (with packed images): window.blend
thanks a lot for that description, pc0de! exactly what i was wondering about. I tried it out and created a very very simple room with transparent windows. in the door i have 3 different levels of transparence. 30% 50% 70%. The 30% one doesn't show up and all the edges are jagged and very sharp. Hard to explain, please take a look at this screenshot instead:
Please help, what do i do wrong? The texture is 1024*1024 png. saved it with standard gimp2.6 settings.
Edit: also seems like the black color get some kind of opacity O.o
hey mc08, well I just exported the window.blend sample and then opened it in IrrEdit and everything looks good so it doesn't have anything to do with IrrEdit itself:
Is your Blender UV layer name set to "trans_alphach" and not "trans_alphach_ref"? If it is set to "trans_alphach" please post a link to your .blend file with the textures packed into the .blend file itself. Thanks.
I do not know what type of png the texture is, but it looks good except when I apply it as texture. I exported the model with gandaldfs b3d exporter and loaded in irrEdit 1.4. In irrEdit i needed to apply the texture in the models texture tab, and set it to trans_alphack myself. It does not look better with trans_alphack_ref or any other setting.
Exporting with irrb and opening in irrEdit displays the three levels of transparency correctly:
So it looks to me like the .b3d exporter is setting the material type to trans_alphach_ref. Setting the Blender UV layer name to trans_alphach is only relevant to the irrb exporter.
SOLVED the problem. I tried irrb and exported the "house" and everything worked. IN IRREDIT 1.5
Then after some testing i figured out that it is IrrEdit 1.4.1 that screws everything up. the texture looks great even in my old .b3d in irrEdit 1.5!
Thx a lot, though. Now I've got another exporter for bigger scenes that seems to work great.