Does anyone know how, I think you need to use Mask and Blend under Materials - Basic Parameters. I need it for hair and the alpha channel appears black in 3ds max and in-game/editor appears as some blueish field. I cant get the alpha to work, I wont use team colors with that material which is for head and face. Tried RGBA change to RGB in Color Operations but it still appears black (underlined in white)
In the material you can leave "Opaque" option, but in the top list pick "Mask". Also set Alpha Test Threshold to something like 50 or whatever works in 1 - 255 range.
Then setup Alpha Mask layer for the material ("Mask" option enables it), pick there your texture and change RGBA to A.
This is setup for alpha cut, so any alpha pixels darker than Alpha Test Threshold value will be made invisible.
If you want to use Blend mode, you still need to have that "Mask" option and Alpha Mask layer defined as I said, but Alpha Test Threshold can stay zero, because alpha blend will make opacity linearly dependent on alpha value.
Thanks, it works with adding the texture as Diffuse, then the same as Alpha and setting Color param to A, Im only getting some red team color lines around the alpha-ed part, like the white lines are red.
Does anyone know how, I think you need to use Mask and Blend under Materials - Basic Parameters. I need it for hair and the alpha channel appears black in 3ds max and in-game/editor appears as some blueish field. I cant get the alpha to work, I wont use team colors with that material which is for head and face. Tried RGBA change to RGB in Color Operations but it still appears black (underlined in white)
In the material you can leave "Opaque" option, but in the top list pick "Mask". Also set Alpha Test Threshold to something like 50 or whatever works in 1 - 255 range.
Then setup Alpha Mask layer for the material ("Mask" option enables it), pick there your texture and change RGBA to A.
This is setup for alpha cut, so any alpha pixels darker than Alpha Test Threshold value will be made invisible.
If you want to use Blend mode, you still need to have that "Mask" option and Alpha Mask layer defined as I said, but Alpha Test Threshold can stay zero, because alpha blend will make opacity linearly dependent on alpha value.
This may help you to make your own Alpha channel works in SC2. And long time no see, Zolden.
Thanks, it works with adding the texture as Diffuse, then the same as Alpha and setting Color param to A, Im only getting some red team color lines around the alpha-ed part, like the white lines are red.
@ImpctR: Go Change RGBA to RGB at diffuse layer, so it won't show team colors at the edges.
Yep. Hey!
Perfect. thanks again :)