I think if I remember correctly, Differed rendering makes this not possible through alpha as far as I can tell. Fire and smoke might be done with shaders or something.
Yeah looking at tree doodads the foliage does appear to use transparent texture somehow. No idea. I am guessing maybe they render certain parts normally and everything else differed in which case it would be applying the texture to the right shader :(. How do they get lighting to work that way >.<.
Do you have a way of copying the materials that are used by models that use particles? It does look like you can do it if you are implementing a model with the materials right.
I'm saying do what you got to do, and then make the parts you want transparent, white in the specular alpha channel. I just checked, only protoss units have this channel since they need it for see through glowy crystal stuff.
How to make textures transparent in SC2 ?
Like creating plane, and creating circle on that texture, alpha channeling everythign else.
HELP.
I think if I remember correctly, Differed rendering makes this not possible through alpha as far as I can tell. Fire and smoke might be done with shaders or something.
When in doubt, look at the warp prism wings. That's as much as I know, honestly. I've yet to experiment myself.
Yeah looking at tree doodads the foliage does appear to use transparent texture somehow. No idea. I am guessing maybe they render certain parts normally and everything else differed in which case it would be applying the texture to the right shader :(. How do they get lighting to work that way >.<.
There are diffuse maps that have alpha channels.
Still I tried few ways, cant create model with alpha channels that would be displayed normally.
I need this so I can make particles.
Do you have a way of copying the materials that are used by models that use particles? It does look like you can do it if you are implementing a model with the materials right.
Tbh, I'd say spec map alpha.. Usual units don't have alpha for spec map, while the warp prism does on all the little hexagonal areas..
So, you are saying that I should use only spec map with alpha channels ? Without any other map texture ?
I'm saying do what you got to do, and then make the parts you want transparent, white in the specular alpha channel. I just checked, only protoss units have this channel since they need it for see through glowy crystal stuff.
OK, I got it working, figured it out. Tnx for all the help :) .
Wait hold on, did what I said work? That was just a guess on what I saw in the textures...
My question was how to add alpha channel, (transparent parts on the texture), not transparent textures(glass like or see trough).
There is actually and option to add alpha, now not sure if only that is enough, so I added alpha add under Blend(I think).
And that did not work, I tested it. Maybe I did something wrong. But when I tested it didnt work.
Uh.. i'm going to assume you're using psd, go to channels, right click a channel and duplicate it, then rename it alpha 1.
Is an example of what i believe you are talking about. I have to figure out how exactly it does do this however.
Usually you should be able to get this effect by simply adding an alpha channel to the diffuse texture. I did not test it, though.