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SketchUp level creation, or TXMP roundtrip?
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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)