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ice   Posted 14th Feb 2013 6:29am
Tech
Post 793 / 798

EDIT: Never-mind, Cyrus helped me figure it out, In order for RED to process the .VBM properly you need to place a copy of the .VBM not only in your Multi Texture folder, but also in ONE of these 3 .VPP's in your Redfaction Directory, UI.vpp, Tables.vpp and Meshes.vpp
-- Preferably Tables.vpp because it is the smallest and easiest to work with.

Hey all, So im trying to create a transparent .VBM and apply it to a brush in RED. But the Transparency in the .vbm doesnt work.

According to [RedTech]

It says to make .VBM's with transparency you need to set your output settings in your batch file to
either 565, 1555, 4444. 4444 is full and varied transparency which it what I need. So I have my batch file as -->

makevbm 4444 18 zap.tga
---------------Output--fps--filename

All my Zap.tga`s are transparent and properly labeled. [Picture here]

So I Believe that everything I'm doing above this line is fine. Below this line is where I think I doing something wrong.
---------------------------------------------------------------------------------------------------------------------------------------------------

I then place my Zap.vbm in my textures folder and Open up RED, in RED the texture show up like this,[Picture here]
It says the demesions are 32 x 32 and it is 24 bit. When In-fact the dimensions are 256 x 128 with a 32 bit aplha texture.

I then apply the texture (It looks like it does in the preview window) to a detail Brush rebuild geometry - save - pack - play

In game the texture looks like this, Its all messed up and isnt going transparent. [Picture here]

But I should look like this, This is a single frame of the VBM. as a texture
[Picture here]

Now my question.

What am I doing wrong? If anyone wants links to the textures and .vbms I'll be happy to provide them.
Cool Beans    Modified Feb 14th, 08:57pm by ice
Beatonator    Posted 19th Feb 2013 12:52pm
Post 3661 / 3665
I'm pretty sure that ISN'T a requirement?

I have done semi-transparent textures before. Just make it a detailed brush.
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