Product Chat / transparency?

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Bisella
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Posted: 26th Jul 2014 00:08 Edited at: 26th Jul 2014 00:12
I have found that if you look through a transparent object, the objects behind it are transparent .... why? the engine does not yet support the alpha channel?

It 'a bug that needs to be corrected?

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.

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tomjscott
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Posted: 26th Jul 2014 00:15
There are still some issues with getting transparency to work in some cases. But you can try setting the transparency setting to a different value. There is a post somewhere explaining them all. I would try in the range of 3-6 in the transparency setting and see if that helps.

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Pirate Myke
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Posted: 26th Jul 2014 08:56
Try setting transparency to 5 or 6 in the fpe file and see if that helps.

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Bisella
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Posted: 26th Jul 2014 10:08
ok Myke thanks

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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TattieBoJangle
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Posted: 26th Jul 2014 10:12 Edited at: 26th Jul 2014 10:12
i had the same problem a while back and couldn't get it working :/ so set it to dxt1 until its fixed i even sent lee the files but no luck.



http://fpscrforum.thegamecreators.com/?m=forum_view&t=208922&b=8



http://fpscrforum.thegamecreators.com/?m=forum_view&t=209213&b=8





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LeeBamber
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Posted: 30th Jul 2014 15:39
Set your transparency mode in the FPE to 5 which will put the semi-transparent entity in FRONT of solid regular entities (after the depth sort).

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TattieBoJangle
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Posted: 30th Jul 2014 18:29
Well for me simple glass set to 5 does not work still what ever is behind goes invisible

transparency = 5








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Gtox
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Posted: 30th Jul 2014 19:35
I found that the placement order makes a difference. If you place the glass first, and then the other entities, then you can't see the entities through the glass. If you placed the other entities first and then the glass, you could see the entities through the glass.
tomjscott
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Posted: 30th Jul 2014 19:49
I would try transparency of 6. For my campfire shader effect it was finally the only transparency that didn't make things behind it invisible.

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TattieBoJangle
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Posted: 30th Jul 2014 20:13 Edited at: 31st Jul 2014 15:45
@tomjscott 6 was just the same m8



@Gtox finally got it working i had the same problem as you i placed stuff down first then the glass and it works this is strange as why does it need to be in a order lol anyway thanks guys.



@lee any ideas what
TattieBoJangle
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Posted: 31st Jul 2014 20:56
Any ideas lee as it seems i am not the only one with this problem ?





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LeeBamber
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Posted: 31st Jul 2014 23:35
If the buildings behind are also transparency mode 5 you would see this effect. Please send me the building, the glass entity and the FPM and start marker that shows this issue, and then I can go through and find/fix it

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TattieBoJangle
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Posted: 1st Aug 2014 00:25 Edited at: 1st Aug 2014 00:33
I already sent a file with texture ect and you replied use transparency = 5 and it will fix it.



I still don't get how placing the buildings down first would effect the transparency it is in the same place :/ the image below i placed the glass down first.









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Pirate Myke
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Posted: 1st Aug 2014 07:05 Edited at: 1st Aug 2014 07:21
If you want to email me the files I will check them out. Is the glass mesh two sided by chance?



It is about rendering order in the engine. There was a description of what each number does. I will try and locate it.



Ok Found it.

DARKSDK_DLL void SetTransparency ( int iID, int iTransparency )

{

// Transparency Modes

// 0 - first-phase no alpha

// 1 - first-phase with alpha masking

// 2 and 3 - second-phase which overlaps solid geometry

// 4 - alpha test (only render beyond 0x000000CF alpha values)

// 5 - water line object (seperates depth sort automatically)

// 6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves)

// 7 - very early draw phase no alpha





This is from Lee In the thread below.

http://fpscrforum.thegamecreators.com/?m=forum_view&t=208916&b=1



About halfway down Posted: 10th Jun 2014 04:00 Lee Bamber

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TattieBoJangle
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Posted: 1st Aug 2014 11:12
Thanks Pirate Myke i will send the files over later when im back home





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Pirate Myke
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Posted: 1st Aug 2014 23:40
@ TattieBoJangle: I just played with the glass objects you sent.

Made a new flat map. Inserted TGC stock desert building in a v pattern, Placed glass1 by one side and glass2 on the other side of the v. Inserted one more building. Ran test game, and
TattieBoJangle
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Posted: 2nd Aug 2014 01:03
Can you test it with placing the glass first the reason i ask is when i place the glass first thats when i get the problem thanks





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TattieBoJangle
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Posted: 2nd Aug 2014 01:17
This is what i get from start to finish the 1st part of the video the glass goes down first 2nd part the buildings.

Im sure im not going crazy or am i :/ as i have tested it on another computer and its just the same lol.







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rolfy
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Posted: 2nd Aug 2014 01:40 Edited at: 2nd Aug 2014 01:46
It's the draw order, bond1 gave info on how to bypass the engine and have the grphics card deal directly with culling issues like this, can't remember which thread this was though.

If you feel brave enough to alter the parameters in the shader these settings will prevent any objects behind the transparency being culled, including water. There can be an opposite effect all the same with deep water behind culling the transparent object in front.



These are the settings I use, leave the transparency field in the entity blank.



Alphatestenable=FALSE;

Alphablendenable=TRUE;

ZEnable=TRUE;

ZWriteEnable=FALSE;



I can't be certain if the default Reloaded shaders will be ok with this (shader i use is custom) so copy the basic dhader and rename it to use so you don't mess with other entities that use it..

A funny thing happened on the way to the forum...
Pirate Myke
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Posted: 2nd Aug 2014 01:48 Edited at: 2nd Aug 2014 01:50
Here is what I get without modifying the shader.

Setting order:

Glass1, Bld12, bld12, bld12, glass2, ward sm, ward sm, ward sm.







Setting glass after all objects.







Transparency settings on 5



Will have to try messing with the shader to see if this can be bypassed as Rolfy suggests.

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TattieBoJangle
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Posted: 2nd Aug 2014 02:12
Editing the shader with rolfys suggestion works a treat! thanks (can you fix this lee)







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Pirate Myke
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Posted: 2nd Aug 2014 07:52 Edited at: 2nd Aug 2014 07:55
Sweet. Better then having to set the glass last.



I guess the question now would be does it work on transparency=1

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TattieBoJangle
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Posted: 2nd Aug 2014 10:14
Yea if i change the fpe to transparency = 1 2 or 3 it still works as it should





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TazMan
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Posted: 2nd Aug 2014 10:40
I am having similar problems but on one entity. I have set the transparency to 5 in the fpe but I am still having problems. Here are a couple of pictures.





can anyone help

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TattieBoJangle
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Posted: 2nd Aug 2014 10:44
you need to change the shader as Rolfy suggests it worked for me so it should work for you also sent you a mail





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mfgcasa
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Posted: 2nd Aug 2014 13:05
Guys I think this transparency thing is a bug, but is it possible we could keep the bug(as a different setting), after its fixed? Just because I think it could make some cool/ weird things for some people.

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TazMan
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Posted: 2nd Aug 2014 15:03
@TattieBoJangle

Sorry but I have not received your mail yet. I have never dealt with shaders before so have no idea where to access them. If you or anyone else could help with this it would be appreciated.

Thanks for your suggestion though.

I agr
TattieBoJangle
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Posted: 2nd Aug 2014 15:51
is this the correct email reloadedobjects@outlook.com ? maybe it went to junk





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TazMan
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Posted: 2nd Aug 2014 18:30
Sorry TattieBoJangle I was looking in the wrong place. I did as you said and something wierd happened. I took a snapshot for you to see.





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TattieBoJangle
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Posted: 2nd Aug 2014 18:44
email sent





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TattieBoJangle
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Posted: 4th Aug 2014 17:14
Just an update guys Lee has fixed this and will be in 1.9





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tomjscott
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Posted: 4th Aug 2014 18:57
Awesome news. I realized that what I thought was working for me on my fire shader was just lucky creation order of the entity. As soon as I tried to put the fire in another area, I got the same issue with invisible objects behind it. So, this is awesome news that it is fixed in 1.009.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0071

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