I've been converting some custom WCIII unit models to work with SC2, for a project I'm working on (for which I will be obtaining permissions for everything before I do anything with it, of course). I am using NeoDex and the SC2 Art Tools with 3DS Max 2011. It's been going fine so far, but I have run into a problem with textures on a couple of models. They're supposed to have transparent areas, but unlike the others I have come across (which have worked fine), these seem to have issues.
I'm using the SC2 Standard Material with the material options set to Mask and Blend, with 2 Sided checked. I have the Diffuse and Alpha 1 maps set to the texture's DDS file. But in these cases it doesn't work like normal. Instead, it correctly eliminates the black (transparent) parts of the texture but causes the colored (solid) parts of the texture to be come see-through.
I've only run into this problem on the archer model above and on a dryad model, so far. The other models I have converted seem to work fine using those settings. Not only that, but on the dryad model there are various textures using those settings that work fine (the colored parts remain solid) while other textures do not. I would assume it is a problem with specific textures, but the archer is using textures that other models use as well, which seem to work fine for them.
So I am pretty confused. Are there some other settings I should be using in the material, or something?
After you changed these dropdowns to Mask and Blend , you need to change the 2 values below these aswell, the priority and the ... (don't remember the name, @work right now) to at least a value of 1 or 2, that removes the black areas in your alpha map
also make sure that there is a map selected in the mask map and it has only the alpha (A) selected and not the RGBA or anything else
Sorry for the delayed response, been too sick to work on this for the last couple days.
@Funky: I don't think you've actually understood what I am talking about. I am converting custom assets, not the standard WC3 assets that were made available.
@TaylorMouse: Thanks for your reply. I tried several different numbers (between 1 and 5) for the Alpha Test Threshold and Priority values (the two below Mask/Blend), and I changed the drop-down under Color Operations in the bitmap settings for the Alpha Mask from Use RBG to Use A (which I think was what you said to do). Unfortunately, it doesn't seem to have made any difference. It still looks the same as in the screenshot I posted.
Still stuck on this, appreciate any help. (Health is still bad though, so sorry if replies take time. :/)
I've been converting some custom WCIII unit models to work with SC2, for a project I'm working on (for which I will be obtaining permissions for everything before I do anything with it, of course). I am using NeoDex and the SC2 Art Tools with 3DS Max 2011. It's been going fine so far, but I have run into a problem with textures on a couple of models. They're supposed to have transparent areas, but unlike the others I have come across (which have worked fine), these seem to have issues.
I'm using the SC2 Standard Material with the material options set to Mask and Blend, with 2 Sided checked. I have the Diffuse and Alpha 1 maps set to the texture's DDS file. But in these cases it doesn't work like normal. Instead, it correctly eliminates the black (transparent) parts of the texture but causes the colored (solid) parts of the texture to be come see-through.
Example Screenshot: https://www.dropbox.com/s/90hbttamax3gucn/Terrain%20001.jpg?dl=0
I've only run into this problem on the archer model above and on a dryad model, so far. The other models I have converted seem to work fine using those settings. Not only that, but on the dryad model there are various textures using those settings that work fine (the colored parts remain solid) while other textures do not. I would assume it is a problem with specific textures, but the archer is using textures that other models use as well, which seem to work fine for them.
So I am pretty confused. Are there some other settings I should be using in the material, or something?
blizzard released wc3 models for sc2. just add the mod to your map, you dont need to do it for yourself anymore.
After you changed these dropdowns to Mask and Blend , you need to change the 2 values below these aswell, the priority and the ... (don't remember the name, @work right now) to at least a value of 1 or 2, that removes the black areas in your alpha map also make sure that there is a map selected in the mask map and it has only the alpha (A) selected and not the RGBA or anything else
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Sorry for the delayed response, been too sick to work on this for the last couple days.
@Funky: I don't think you've actually understood what I am talking about. I am converting custom assets, not the standard WC3 assets that were made available.
@TaylorMouse: Thanks for your reply. I tried several different numbers (between 1 and 5) for the Alpha Test Threshold and Priority values (the two below Mask/Blend), and I changed the drop-down under Color Operations in the bitmap settings for the Alpha Mask from Use RBG to Use A (which I think was what you said to do). Unfortunately, it doesn't seem to have made any difference. It still looks the same as in the screenshot I posted.
Still stuck on this, appreciate any help. (Health is still bad though, so sorry if replies take time. :/)
Are you sure there is even a alpha channel available ?
Can you attach the different textures you are trying to use ( yes all of them)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here