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(SketchUp level creation, or TXMP roundtrip?) |
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However, if HQ_DOUBLED_GLASS.tga is converted to PNG format with alpha channel, and then the PNG file is used in Sketchup, then the texture will be transparent in game. | However, if HQ_DOUBLED_GLASS.tga is converted to PNG format with alpha channel, and then the PNG file is used in Sketchup, then the texture will be transparent in game. | ||
This occurs using OniSplit version 0.9.96.0 and previous versions, tested to version 0.9.90.0 | This occurs using OniSplit version 0.9.96.0 and previous versions, tested to version 0.9.90.0. (EDIT: Transparency loss is observed for all glass textures, not just HQ_DOUBLED_GLASS.) | ||
[[User:EdT|EdT]] 15:03, 14 May 2020 (PDST) | [[User:EdT|EdT]] 15:03, 14 May 2020 (PDST) | ||
When you described the issue to me in PM, I didn't notice/understand the key part about applying the texture in SketchUp and then using -create:level on SketchUp's output. I thought we were talking about a simple TXMP roundtrip through TGA. Can you confirm that the texture's alpha goes opaque (or disappears) if you use -extract:tga on TXMPHQ_DOUBLED_GLASS.oni, and then immediately reimport it either with '''-create''' (either from XML with extra flags or from TGA)? --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 11:44, 15 May 2020 (CEST) | |||