entities and texture alpha

Blitz3D Forums/Blitz3D Programming/entities and texture alpha

David819(Posted 2004) [#1]
hi i made a level in milkshape and i had a fence which used apha on the parts i did not want to show, but when i export it to any format which blitz supports the alpha does not hide the parts it did, how do you get it to work in blitz?


RiverRatt(Posted 2004) [#2]
I think
entityalpha entity,.5;<this ranges from 0 to 1


also did you export to blitz as .b3d ? cause I never have any problem like that.


David819(Posted 2004) [#3]
well i didn't quite mean alpha like that i mean like transperancy in sertain part of a texture on an entity.


Genexi2(Posted 2004) [#4]
You mean the masking of a texture? In that case you'd have to set the TextureFlag to "4". The areas you want to mask have to be pure black (RGB 0,0,0) btw.


aCiD2(Posted 2004) [#5]
or you can use an alpha map - that requries texture flag 2


AbbaRue(Posted 2004) [#6]
I use the flags set to 15 like this:
Tex=LoadTexture( "Fence.bmp",15 )
And I get Alpha working just fine.


David819(Posted 2004) [#7]
but what is the texture is alread on the model like when you make a level in milkshape and such then what do you do?


jhocking(Posted 2004) [#8]
Use the TextureFilters command to automatically assign texture flags based on filenames. Or buy B3D Tweak and set texture flags directly in the b3d model.


David819(Posted 2004) [#9]
thanks