Example Based on a Fake Tree Gta3/Vice City Style.
This way of faking can be used for other things like chains too.
NOTE: the . (dots) at the <> and <./> (even need the dot here D:) parts are to make this Forum Software display them.
- Supported Texture Types:
|_ PNG (8bit, Alpha Channel)
|_ TGA (24 bit, Alpha Channel)
|_ Others not tested due no need to test :P
If you got your Texture ready put it in your Texture folder.
- Example:
|_ C:\GunZMaps\data\textures\RoTextures\Tree.PNG
|_ or
|_ C:\GunZMaps\data\textures\RoTextures\Tree.TGA
* = Texture Folder Tree
Open Radiant, Open your Current map or Create a New one.
Select/Create the Object (Mesh) and apply your Texture on it.
You will Notice that GTK shows a different color as the Alpha Channel, but thats normal and not necessary.
http://www.abload.de/img/1d1dw.png
Now Save and Compile your Map.
After that, decompile your Map with a Mrs De/Compiler and open the "Name of your Map".rs.xml
and search on the Material list after your Texture.
- Example:
<.MATERIAL name="RoTextures_Tree">
<.DIFFUSE>1.00000000 1.00000000 1.00000000<./DIFFUSE>
<.AMBIENT>1.00000000 1.00000000 1.00000000<./AMBIENT>
<.SPECULAR>1.00000000 1.00000000 1.00000000<./SPECULAR>
<.DIFFUSEMAP>RoTextures/Tree.png<./DIFFUSEMAP>
<./MATERIAL>
To make Gunz use the alpha channel add the following code/command
under <./DIFFUSEMAP>.
- Code/Command: <.USEOPACITY/>
- Example:
<.MATERIAL name="RoTextures_Tree">
<.DIFFUSE>1.00000000 1.00000000 1.00000000<./DIFFUSE>
<.AMBIENT>1.00000000 1.00000000 1.00000000<./AMBIENT>
<.SPECULAR>1.00000000 1.00000000 1.00000000<./SPECULAR>
<.DIFFUSEMAP>RoTextures/Tree.png<./DIFFUSEMAP>
<.USEOPACITY/>
<./MATERIAL>
http://www.abload.de/img/253et.jpg
http://www.abload.de/img/3b5gc.jpg
We are not done yet!
To pretend Overlapping we have to use another code/command.
- Code/Command: <.USEALPHATEST/>
- Example:
<.MATERIAL name="RoTextures_Tree">
<.DIFFUSE>1.00000000 1.00000000 1.00000000<./DIFFUSE>
<.AMBIENT>1.00000000 1.00000000 1.00000000<./AMBIENT>
<.SPECULAR>1.00000000 1.00000000 1.00000000<./SPECULAR>
<.DIFFUSEMAP>RoTextures/Tree.png<./DIFFUSEMAP>
<.USEOPACITY/>
<.USEALPHATEST/>
<./MATERIAL>
http://www.abload.de/img/4h2li.jpg
http://www.abload.de/img/5y3ri.jpg
If you didnt put the Texture on the Opposite side of the Object (mesh) you
just have to add this code/command to our texture to make it twosided displayed:
<.TWOSIDED/>
- Example:
<MATERIAL name="RoTextures_Tree">
<DIFFUSE>1.00000000 1.00000000 1.00000000<./DIFFUSE>
<.AMBIENT>1.00000000 1.00000000 1.00000000<./AMBIENT>
<.SPECULAR>1.00000000 1.00000000 1.00000000<./SPECULAR>
<.DIFFUSEMAP>RoTextures/Tree.png<./DIFFUSEMAP>
<.USEOPACITY/>
<.USEALPHATEST/>
<.TWOSIDED/>
<./MATERIAL>
http://www.abload.de/img/611wx.jpg
http://www.abload.de/img/711b7.jpg
http://www.abload.de/img/8z6us.jpg
Save now and Compile your Folder back to a Map/Mrs (*.mrs)
With the Mrs De/Compiler of your choice.
Now you can go InGame and look if all fits.
May look a bit difficult but its just adding some Codes/Commands.
Ive figured it out by looking on several Majet Maps (decompiled).