Transparent Texture Problem

XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
<div class="IPBDescription">Bright even in low lighting</div> In a part of my map, I have some transparent wires hanging from the ceiling in a dark room. However, the wires are a bright white, despite the low lighting. They are func_wall entities with render mode = texture, fx amount = 255, and everything else default. Can anyone enlighten me why they are so bright?

Comments

  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    check again mate, that looks like you have set it to additive,
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    No, I promise you it is texture mode. I also tried reducing the fx amount, but that only turns the wires invisible.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    set it to solid rendermode and amount anything above 0 ( i put 2 so i can see which ones are solid without having to look to the rendermode).
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    ah i just noticed ur problem, lol. change it to func_illusionary then it looks right <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    edited January 2003
    If they're the wires on the '{' texture, then they need to be rendermode solid. And it has to be amount 255, or it won't render correctly based on the way the texture was made.

    'texture' rendermode is generally only for glass.
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    Thanks, guys. I'll try all your suggestions and see which works out best.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Im using TEXTURE 255 on a func_illusionary in my map. and it looks fine.
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    Texture rendermode ALWAYS renders fullbright, but if your map is overly bright to begin with, it won't stand out. Solid rendermode is the one that allows light to be projected onto it, and should always be your choice for a non-glass grate type texture. Additive removes the black out of a texture, and is best used for things like the lightning overlays in eclipse and fade textures in light cones and such. Changing from one entity to another won't affect how it is rendered, as the rendering properties on them all work the same way.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Greedo- It doesn't matter what amount you use, from 1 to 255, as the value for the render amount of a SOLID mode render. It's either on or off.

    I personally always use the value '1', simply because I'm too lazy to type in three whole digits. I've never had a problem with my SOLID mode ents from doing so.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Plaguebearer+Jan 22 2003, 10:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Plaguebearer @ Jan 22 2003, 10:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Greedo- It doesn't matter what amount you use, from 1 to 255, as the value for the render amount of a SOLID mode render. It's either on or off.

    I personally always use the value '1', simply because I'm too lazy to type in three whole digits. I've never had a problem with my SOLID mode ents from doing so.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I always thought that the render amount for solid mode would render the color in that numbered index on the pallete as the invisible color. Which is why it's standard to put the blue in the 255th pallete index, and was the reason why some of the { infestation textures in the ns.wad wouldn't completely remove all the blue (because there was some blue in the texture from pallete numbers other than 255).
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    no the number in the FX amount is afaik the "transparency" you get, depending on rendermode of course. Also i thought to get full transparency the color needs always to be in index 255 but the color there isn´t important as long as its specified in the FX color field.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    It uses palette location 255, no matter what. The reason that there was blue left over in some of the textures is because it wasn't the blue from the last palette location.
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    Well, I rendered it in solid mode at 255 and it works fine, so thanks for all the suggestions. Seems like there seems to be some discrepency on transparency issues, though, so I'll play around with all your ideas.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    there is no descrepency

    Rendermode_solid - Removes the last colour in the pallet and colours not removed are becuase they are not the last colour in the pallet

    Rendermode_transparent - Renders the entire texture at one "alpha" amount and does not get affected by lighting

    rendermode_additive - dark areas on the texture will darken what is seen through it and light areas will brighten them, again not affected by lighting and the amount affects how visible just as transparent.

    the other ones don't work on brushes.
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