Vertex Alpha Terrain Blending on Models?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Vertex Alpha Terrain Blending on Models?

Post by obsidian »

Kat wrote:vertexblending using vertex colours wasn't possible with the default Q3Map2 - it was something I requested but it was already to late in the day - around the time of the last version of Q3map2 before yadnar moved on to other things.
That's just the thing, it DOES work but not how you think it does. You can set the vertex colours (RGB) as well as the vertex alpha on a model. For blending, Q3Map2 uses the vertex alpha, not the vertex colours (what you requested is the reverse). The tricky part here is finding a model format that will record the vertex alpha values, which evidently, ASE does not do, but LWO does.
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g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Vertex Alpha Terrain Blending on Models?

Post by g0th- »

Kat I've looked through your map file and it was really helpful. I had no idea you could use those kind of brushes to affect the alpha channels of the vertices directly in the editor. Thanks for sharing.

My understanding is that these alpha brushes are doing exactly the same as we are doing on our models. only differences is that we apply the alpha value directly in our 3d program instead of using the alpha brushes. And this is something that only works with lwo files as ppl mentioned.

and as far as complicated, it's really not once you learn how to do it. It's probably faster and you have more control then spending time placing alpha brushes all over the map. Not to mention that you have a much easier time if you want to vary the values from anything else then the basic 0, 25, 50, 75 and 100% values.
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Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Vertex Alpha Terrain Blending on Models?

Post by Kat »

goth, yeah I was slightly confused because the term "vertex alpha" was being used in a general sense so I wasn't sure *what* was being alpha'd - were you talking in the map or the model, or what?.

So yes... being able to set a blend control via the model by baking a *transparency value* at the vertex will give much better control than using the alphaMOD brush approach (you can only blend between two materials on an ASE that way and they have to be grouped objects, you can't even blend across groups - something else I asked about a bit too late in the day).
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g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Vertex Alpha Terrain Blending on Models?

Post by g0th- »

I was talking about the models Kat.
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