Product Chat / entity_cubealpha

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JackalHead
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Posted: 2nd Mar 2017 03:23 Edited at: 2nd Mar 2017 03:30
Does this work yet and if so how please? I got regular to work as you can see below. I want to be able to have no reflection on tires and some other spots.

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Pirate Myke
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Posted: 2nd Mar 2017 05:41
I am having trouble with the masking myself. Have tried a bunch of different ones, but I am still getting reflection on all the object. Preben and Lee will get this figured out.
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Posted: 2nd Mar 2017 11:12
It would look great if it were a 'new' toy car.
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Posted: 2nd Mar 2017 12:22
It would be great to set the fx inside the editor, not "outside" in the .fpe.
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JackalHead
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Posted: 2nd Mar 2017 20:02 Edited at: 2nd Mar 2017 20:08
When I try masking i get no reflection. We mask the specular maps alpha right? I wish someone would make a tutorial on this and prebs other new shader effects. Also my zombies are acting stupid. some wont chase you some do. Also if I set one to bite ai the camera is off, as in it shows there knees and they cant move. Also they are not running up stairs. Is there a new zombie model we use now? Like the one in the video from Lee? And what do you do with the floor marker? Lastly, when I set my camera to an isometric view the aim is way off. My cross hair is way up in the air. Please some one who knows these things, make a tutorial.

Thanks
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JackalHead
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Posted: 3rd Mar 2017 01:33 Edited at: 3rd Mar 2017 01:33
I got alpha to work using the entity_cube.fx shader as you can see i have clear windows. The thing I cant get to work is having no reflection on the rest of the car or low reflection. Am I using the wrong shader or what? Any one know?


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Pirate Myke
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Posted: 3rd Mar 2017 01:50
Your not using the shaders wrong.
Alpha masking does not appear to work yet. This has been reported in the private beta also.
It should get looked at soon. I have spent a few weeks trying. Dont kill yourself over it yet.
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JackalHead
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Posted: 3rd Mar 2017 02:29
Well that explains it. Thanks Myke.
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Preben
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Posted: 3rd Mar 2017 07:57 Edited at: 3rd Mar 2017 08:03
There is some confusing about using the cube map , here is some samples

When we talk cube map alpha mask/mixing we are always talking about the "diffuse" texture.

entity_cube.fx: You can’t do anything it will always mix in evenly diffuse and cube reflection. so just try it on any object.

entity_cubealpha.fx:
You don’t need to do anything it will mix in cube reflection based on "diffuse" alpha, if your diffuse texture do not have any alpha/transparency it will not work. Lower alpha means more cube reflection, this one will work out of the box on default media that have glass/windows and mix this in using the same textures.
To test it do this:

Edit:
\entitybank\Scifi Pack\Buildings\Observation Bridge.fpe

Change shader to this:
effect = effectbank\reloaded\entity_cubealpha.fx

Copy a cube map into the same folder called:
observation_tower_cube.DDS

This is the result:



entity_cubeambience.fx:
If you don’t do anything you will get a “mirror” / metal reflection.
It also support cube reflection using the alpha as a reflection mask , so if you put 255 in the alpha you get a pure mirror reflection, if you put 0 in alpha, only diffuse testure is displayed with no reflection. using 128 in alpha will mix evenly.

Attached the texture i made for this effect: campingteapot_D.zip
So you can see how its made , This is the result:



Hope this helps
best regards Preben Eriksen,

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OldFlak
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Posted: 3rd Mar 2017 09:35 Edited at: 3rd Mar 2017 09:37
@Preben - hi, thanks for all your work of late - just awesome!

Some questions RE the cubemap feature. On another thread you pointed us to this thread because of confusion over cubemaps. You may have noticed in that thread I spent a whole day trying to get reflection on one of my models to no avail.

So could you please guide us as to what we have to do to textures of the model and which one\s.

In regard to entiy_cube I tried the things you mentioned above, but am still confused it would seam

So here are the steps I tried tonight:
- made a copy of the shiny skull cube and renamed it to mymodel_cube and placed it in the same folder as the other files for the model
- changed the reference in the FPE to effectbank\reloaded\entity_cube.fx
- added an 255 alpha to the _D
- saved the _D as DXT5 (photoshop plug)

Results: I just get a transparent space craft at 255 (would be great for a Bird-Of-Prey ) or the model is invisible with 0 alpha.

So do we have to add alpha channel to the _S or only the _D or both?.....

Hehe, man I feel like such a noob, oh wait, that's right I am!

Thanks for your guidance.

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Posted: 3rd Mar 2017 12:34
I guess just another way of re-stating what Preben has said:

entity_cube.fx - will apply the _cube.dds to the whole model, irrespective of alpha in the diffuse (i.e. the transparency channel). So if you have a model with transparent parts of the diffuse and opaque parts - this shader will apply the _CUBE.dds across the entire model. This works with entity settings on high, and adjust the global specular slider too.

entity_cubealpha.fx - will apply the _cube.dds to ONLY the transparent parts of the diffuse, so if you have a car that has a _D.dds diffuse with windows that are transparent and the body work isn't, it will apply the _CUBE.dds only across the windows (the transparent parts of the diffuse).

entity_cubeambience.fx - is designed by default for shiny objects, mirrors, very reflective objects - this is what will occur if you have no transparency in the diffuse and use this shader. It will apply the _cube.dds to all of the model based on the alpha values of the diffuse. So for a _D with no transparency across any of it (which is usual), you will get a highly reflective mirrored surface across the entire model. If you adjust the alpha (increase transparency) across some or parts of the diffuse, these parts will become less reflective and will not show the _CUBE.dds on those parts so much. However, alpha/transparency in the diffuse for this shader is used ONLY to mask the cube reflectivity and will not allow transparency in game - so a model with windows will not be able to be seen through in game.

I think what most people seem to be wanting is a combination of these shaders - to allow in game transparency with reflection (for glass/windows) but to also be able to apply reflection to other parts of the model at the same time using a masking approach so can choose which parts get the reflection and which don't.

Not sure if this helps after re-reading .

Cheers.

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Posted: 3rd Mar 2017 13:25
I will try again, Thanks.
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Ertlov
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Posted: 3rd Mar 2017 13:46
Just to be sure:

Quote: "entity_cubeambience.fx:
If you don’t do anything you will get a “mirror” / metal reflection.
It also support cube reflection using the alpha as a reflection mask , so if you put 255 in the alpha you get a pure mirror reflection, if you put 0 in alpha, only diffuse testure is displayed with no reflection. using 128 in alpha will mix evenly.

Attached the texture i made for this effect: campingteapot_D.zip
So you can see how its made , This is the result:"


This reflects the environment in real time if I have no alpha anywhere?
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Pirate Myke
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Posted: 3rd Mar 2017 14:20
This will not reflect the real time environment. It will use the texture_CUBE as the reflection.

If you want to make this more believe able in your scene, then where ever the object is, Take 6 screen shots up, down, forward, backward, left, and right.

Make them into the cube_map, rename this to what ever texture name you are using for that object.

Then assign the shader and the cube map. You should see what appears to be the real time environment on your object.
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Posted: 3rd Mar 2017 15:08 Edited at: 3rd Mar 2017 15:11
ok, here are my new results.



These are how the textures look after editing them.
one layer of the cubemap.


The diffuse texture with alpha shown in magenta


The specular map with dxt1 compression


The 2 spheres closest to the observation structure are using the Cube_Alpha.fx shader
The sphere furthest away for it is using the Cube_Ambience.fx shader.

A little more practice and I think I will have it.
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Posted: 3rd Mar 2017 17:35 Edited at: 3rd Mar 2017 17:39
ok, Got the CUBE_Ambience.fx shader working, Not that it was broken, I was broken. lol.

Adjusted the Alpha on the _D texture. Alpha in magenta.


What the alpha looks like in GIMP.


What the texture looks like without alpha.


No alpha in the _S texture.


And the results in Game Guru no light mapping.


Thanks for the detail instructions on this one.

For the car windows and body. Since we can link objects together now in the editor.
I would make them separate, Apply the cube ambient one to the body, Mask out the seats, and tires.
Apply the cube alpha one to the windows.

Place them in the editor by each other. L + DRAG = Link Entity the window to the car. Save the map, and give it a test game run and see how it works out.
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3com
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Posted: 3rd Mar 2017 20:06
Not having so lucky yet with cubemaps.

1- I've made the 6 shots- Using a mirror model place in a bedroom, so the 6 shots are the bedroom environtment, to be more realistic.
2- cubemap is done with those 6 shots- here althought I've checked "save as: dds" , I'm getting cubemap as gimp file with all the layers, instead of dds file, so I did as normal, ie: with diffuse one; I've combined all the layers into one file and save as mirror_cube.dds, same name as d,n,s files.
3- I've add some alpha channel to diffuse, (I've tried adding alpha channel to the spec as well)
4- I've compared my fpe with skul_shiny.fpe as guide.
5- Model have wrapping, so just one texture.

back


front


right


left


top


bottom


mirror


What I'm missing here?

3com

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Pirate Myke
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Posted: 3rd Mar 2017 20:11 Edited at: 3rd Mar 2017 20:11
Send me your files to myke1net@hotmail.com

I will have a look at them.
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Posted: 3rd Mar 2017 20:20
@ 3com:
Are the layers of your cube map labels the same as in this image?
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3com
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Posted: 3rd Mar 2017 20:24
@ Myke
Done.
Ty for help me.

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3com
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Posted: 3rd Mar 2017 20:27
Quote: "Are the layers of your cube map labels the same as in this image?"

Before yes, now does not since I've combined them as one image, and save it as dds file.
Anyway I've sent you all the files.

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3com
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Posted: 3rd Mar 2017 21:22
Ty Mike for your tips.

I've done as you point in your email, rename files following name convention, and saving file as dds using save as cubemap gimp option, as you point in your shot.
Non minmaps , and using dxt1.
I've tried both entity_cube.fx and entity_cubealpha.fx.
With "entity_cubeambience.fx" I'm getting nothing, even losing the transparency, just got some mirror with opacity.

Anyway I'm getting transparency instead of reflection.

What I'm getting so far...



Will continue traying till get out some nice result.

3com





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Pirate Myke
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Posted: 3rd Mar 2017 21:27
I just sent you corrected _D and _S texture, and a corrected FPE file.

Testing this now in Game Guru
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Posted: 3rd Mar 2017 21:30
I got the alpha reversed, One minute.
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3com
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Posted: 3rd Mar 2017 22:07
I've saw your pics and it is very odd, since You can see in my pic above I'm getting correct mirror model, non reflection, but it looks well.

Using the files you sent me, even the last difffuse file, I'm getting the same as picture above, just transparency (because the alpha channel), but does not reflection. I've tried entity_cube.fx and entity_cubealpha.fx as well, but it does not make the diference.

Thanks at lot Mike for help me.
Model is done firstly with 3ds max, but due to a pc crash I lose my max file, since I've backup gg files, I've importe x files into fragmotion as .obj file, import withing max I wrappaed it. Anyway you can see the model in the pic above this post.

Tomorrow I've plane to try with different mirror model, just in case.

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OldFlak
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Posted: 3rd Mar 2017 22:53
Yeah, all way over my head it seams - lol.

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Posted: 4th Mar 2017 07:31 Edited at: 4th Mar 2017 07:35
I just did up a mirror for and example of the Cube_Ambience.fx shader.







Attached are the files. .obj if you want to make your own textures, All the Game Guru files to place in the map.

Free to use for commercial and private use.
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cybernescence
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Posted: 4th Mar 2017 09:13
Awesome mirror Myke - thank you

It does really demonstrate how the various textures come into play, the normal for mirror damage and specular for frame highlights, with no diffuse transparency for very shiny reflections etc - great stuff.

Cheers.
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Posted: 4th Mar 2017 13:18
Quote: "Attached are the files. .obj if you want to make your own textures, All the Game Guru files to place in the map."


Thanks, these are going to be used in the tutorial, chapter shaders
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Posted: 4th Mar 2017 20:26
I've got!
Mike you are right, just my fault, I've missed to set entity in Hight state, via tab tab.
Thans a lot again.

Just has to work with my cubemap a bit more, but it looks fine so far.



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Posted: 4th Mar 2017 23:56
That does actually look very cool
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Posted: 5th Mar 2017 01:25
@3com: Glad you got it going. Did you capture the wizard in the screen shot for the cube map?

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Posted: 5th Mar 2017 13:02 Edited at: 5th Mar 2017 13:03
Glad you like guys.
Quote: "Did you capture the wizard in the screen shot for the cube map?"


Yes I did.
As most of you know, that mirror is the effect I'm looking for times ago, and just getting shadows but not reflection, I know it is a fake one, but is far better than nothing. Thanks Prebem and Lee, nice work with shadows.

Meantime, installing shiny objects in the corners of my map, to see when zombies coming.

Attached all I've done so far about mirrors reflection.
Since mirror frame is a bit tricky to work due cubambience.fx does not support transparency, I decide to work with 2 pieces, frame+glass, so only glass being affected, and frame has not restrictions.


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3com
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Posted: 5th Mar 2017 13:08
Quote: "That does actually look very cool"


Have you seen anything familiar in the scene?
I'm using your wonderful fence around the house.
Ty synchromesh, love those fences.

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Posted: 5th Mar 2017 13:08
Thanks 3Com.
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3com
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Posted: 5th Mar 2017 13:21
Your welcome.
In fact I've got thanks to your useful tips.

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Posted: 5th Mar 2017 19:27
Any one know why my cube map is coming up a shiny black? Im using the shiny skull one.
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cybernescence
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Posted: 5th Mar 2017 19:35
Are you meaning the rendering in game? If so, have you left a _I map alongside the _CUBE? You can only use one or the other. Just a thought.

Cheers.
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Posted: 5th Mar 2017 19:53
These look quite interesting. I'm not very good at making shaders from scratch myself. But looking at these might help me figure out the issues i was having with creating reflective puddles.
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Posted: 5th Mar 2017 20:51
Quote: "cube_basic.fx or entity_cube.fx , will mix in evenly diffuse and cube reflection. transparency is supported , so this one will be great for floors with little reflections.

cube2_basic.fx or entity_cubealpha.fx, will mix in cube reflection based on alpha , lower alpha means more cube reflection, this one will work out of the box on default media that have glass/windows and mix this in using the same texture, so your windows will get reflection but not areas with no alpha. this also support transparency. So you could lay a transparent plane above your “road” to simulate a puddle, and it would look like water

cube3_basic.fx or entity_cubeambience.fx , will allow you to make really reflecting object like metal/mirrors … it also support cube reflection using the alpha as a reflection mask , so if you put 255 in the alpha you get a mirror only cube reflection is displayed, if you put 0 in alpha only diffuse is displayed. using 128 in alpha will mix evenly. This could be used to make a “wet” look , if you have a road texture you could set the alpha to around 80 and your road will get some cube reflection and the surface will look wet. this one don’t allow transparency as the alpha is used as a cube reflection mask."


Quoted from Prebem thread.

3com
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JackalHead
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Posted: 5th Mar 2017 23:24 Edited at: 5th Mar 2017 23:57
Ya nm I figured that out. The only thing that I dont like about cube amb is you cant have transparent parts for like windows etc.
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OldFlak
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Posted: 6th Mar 2017 06:25 Edited at: 6th Mar 2017 06:27
Quote: ".... have you left a _I map alongside the _CUBE? You can only use one or the other. Just a thought.

Cheers."


@cybernescence - Thanks m8!! did not know that - I spent over a day trying to get this stuff to work all to no avail. Completely missed this little bit of info if it has been mentioned before!

Now all sweet - cube mapping is pretty cool - now off and racing!

Reliquia....
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Ertlov
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Posted: 6th Mar 2017 20:53 Edited at: 6th Mar 2017 20:58
Ok, obviously I am doing something wrong. I followed every single step here, checked, re-checked again, read any given Cubemap tutorial, fired up gimp and converted according to an experienced 3D artist a skymap to a cubemap.

NADA.
NJET.
NOTHING.

Find here the iceberg assets I have messed around with, including all textures, FPE, DBO, X :

Download Link

Please, anyone, tell me what's wrong / missing?!
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3com
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Posted: 6th Mar 2017 21:30
Do you set entity shader = hight, via tab tab?

Since I don't know if you've saved file as cubemap, I've resaved it, just in case.
I've change shader to: "effectbank\reloaded\entity_cubeambience.fx", and it works fine.
Try this above, if does not, so I'll send you the files I've.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
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Disk mark: 1146.3
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Ertlov
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Posted: 6th Mar 2017 22:01
restarted gameguru, and now it works. Had tried on 3 different PCs before...
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Ertlov
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Posted: 6th Mar 2017 22:09
restarted gameguru, and now it works. Had tried on 3 different PCs before...

...not entirely satisfied with the results, though.
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Earthling45
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Posted: 6th Mar 2017 22:26
I've tried it for you and with the entity_cube.fx the result is quite nice.

Pirate Myke
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Posted: 6th Mar 2017 22:29 Edited at: 7th Mar 2017 01:07
Try saving your _D file with an alpha channel to dxt3 compression. I see no alpha in them.

Also _i and cubemap will cancel each other out. Delete the _i textures.

I can rework these files after work if you would like.

EDIT:
Had a play with the _D textures, gave them an alpha channel of 128 and changed the name of the -i file as not to cancel the cubemap part.
Placed them in Game Guru.

Ambience left, alpha right:


Ambience sun side:



Alpha Left, Ambience Right:


The _D textures in GIMP:



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JackalHead
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Posted: 7th Mar 2017 03:00 Edited at: 7th Mar 2017 03:02
Im using gimp. how do you set an alpha to 128? You use the opacity slider right? It only goes to 100.
"So let it be written; so let it be done." Account got messed up with introduction to steam. I am Jackal
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Pirate Myke
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Posted: 7th Mar 2017 05:23
Use levels instead. Easier to deal with at first.

First make sure you add an alpha channel to your image. Right click on the layer and choose add alpha channel. in the channels dialog it will show all white or alpha 255.
Select the places you want to change the alpha on.
Choose colors levels. the levels dialog opens.
Change the channel to alpha.
In the output levels slider part. Move the white side towards 0. You will see the transparency grid starts to show.
Stop where you want the alpha to be. example 128. press ok.
Notice in the channels dialog that the alpha channel now contains a grey area of the selection you made.
Save you texture as .dds with compression levels at dxt3 compression.
You now have an alpha channel in your image.
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