Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (686)
Games in Android Showcase (198)
games submitted by our members
Games in WIP (758)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Ase Material Transparency Issue  (Read 1545 times)
0 Members and 1 Guest are viewing this topic.
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Posted 2003-12-01 22:02:44 »

Hi,

I am trying to load a model with transparency and having problems.  The problem is not the alpha - that part is working fine and I can see bits of the underlying model - but my Diffuse map isn't shown, instead it's just white where the texture should be.

This is a snippet of my ase file:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
      *MATERIAL 1 {
            *MATERIAL_NAME "Material #2"
            *MATERIAL_CLASS "Standard"
            *MATERIAL_AMBIENT 0.5880      0.5880      0.5880
            *MATERIAL_DIFFUSE 0.5880      0.5880      0.5880
            *MATERIAL_SPECULAR 0.9000      0.9000      0.9000
            *MATERIAL_SHINE 0.1000
            *MATERIAL_SHINESTRENGTH 0.0000
            *MATERIAL_TRANSPARENCY 0.0000
            *MATERIAL_WIRESIZE 1.0000
            *MATERIAL_SHADING Blinn
            *MATERIAL_XP_FALLOFF 0.0000
            *MATERIAL_SELFILLUM 0.0000
            *MATERIAL_FALLOFF In
            *MATERIAL_XP_TYPE Filter
            *MAP_DIFFUSE {
                  *MAP_NAME "Map #0"
                  *MAP_CLASS "Bitmap"
                  *MAP_SUBNO 1
                  *MAP_AMOUNT 1.0000
                  *BITMAP "rustycan.jpg"
                  *MAP_TYPE Screen
                  *UVW_U_OFFSET 0.0000
                  *UVW_V_OFFSET 0.0000
                  *UVW_U_TILING 1.0000
                  *UVW_V_TILING 1.0000
                  *UVW_ANGLE 0.0000
                  *UVW_BLUR 1.0000
                  *UVW_BLUR_OFFSET 0.0000
                  *UVW_NOUSE_AMT 1.0000
                  *UVW_NOISE_SIZE 1.0000
                  *UVW_NOISE_LEVEL 1
                  *UVW_NOISE_PHASE 0.0000
                  *BITMAP_FILTER Pyramidal
            }
            *MAP_OPACITY {
                  *MAP_NAME "Map #1"
                  *MAP_CLASS "Bitmap"
                  *MAP_SUBNO 6
                  *MAP_AMOUNT 1.0000
                  *BITMAP "tred.png"
                  *MAP_TYPE Screen
                  *UVW_U_OFFSET 0.0000
                  *UVW_V_OFFSET 0.0000
                  *UVW_U_TILING 1.0000
                  *UVW_V_TILING 1.0000
                  *UVW_ANGLE 0.0000
                  *UVW_BLUR 1.0000
                  *UVW_BLUR_OFFSET 0.0000
                  *UVW_NOUSE_AMT 1.0000
                  *UVW_NOISE_SIZE 1.0000
                  *UVW_NOISE_LEVEL 1
                  *UVW_NOISE_PHASE 0.0000
                  *BITMAP_FILTER Pyramidal
            }
      }


Here is a screenshot:


Any thoughts?

Will.

Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #1 - Posted 2003-12-04 21:41:40 »

*bump*

Any ideas?  Is anyone using transparent textures with the Ase loader?

Have I exported somthing incorrectly?

Wil.

Offline Preston

Senior Devvie


Medals: 4



« Reply #2 - Posted 2003-12-05 05:39:40 »

Quote
*bump*

Any ideas?  Is anyone using transparent textures with the Ase loader?

Have I exported somthing incorrectly?


Unfortunately I can't help yet. I'm about to do something similar with my Lightwave import and maybe I'll experience a similar problem...

Btw how did you solve that normal generator problem, which in Java3d is being solved by com.sun.j3d.utils.geometry.NormalGenerator ?
This I haven't solved entirely yet (I am no Math champ).
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #3 - Posted 2003-12-05 05:55:04 »

Good luck with your lightwave import.

For my Normal generation, I am using the "calculateFaceNormals()" method of TriangleArray for my terrain, and just exporting normals as part of the ASE file from MAX Smiley - it adds to the file size but I can tollerate that.

Cheers,

Will.


Offline Preston

Senior Devvie


Medals: 4



« Reply #4 - Posted 2003-12-05 06:10:22 »

Quote
Good luck with your lightwave import.

Thanks, I need luck for this. :)

Quote
For my Normal generation, I am using the "calculateFaceNormals()" method of TriangleArray for my terrain, and just exporting normals as part of the ASE file from MAX :) - it adds to the file size but I can tollerate that.

Well, that's clever. Wished I could do this too for LW. But AFAIK the format doesn't support this.

Sorry for going off-topic in your thread. In case I'm going to see a similar problem to yours and see a solution I'll come back. :-)
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 
roseslayer (543 views)
2016-08-06 11:43:29

roseslayer (498 views)
2016-08-06 09:43:11

xTheGamerCodes (572 views)
2016-08-04 15:40:59

xTheGamerCodes (567 views)
2016-08-04 15:40:24

orrenravid (912 views)
2016-07-16 03:57:23

theagentd (989 views)
2016-07-11 14:28:54

Hydroque (1087 views)
2016-07-06 05:56:57

Hydroque (1056 views)
2016-07-03 08:52:54

GrandCastle (872 views)
2016-07-01 09:13:47

GrandCastle (645 views)
2016-07-01 09:09:45
Rendering resources
by Roquen
2016-08-08 05:55:21

Rendering resources
by Roquen
2016-08-08 05:52:42

Rendering resources
by Roquen
2016-08-08 05:50:38

Rendering resources
by Roquen
2016-08-08 05:49:53

Rendering resources
by Roquen
2016-08-08 05:32:39

Making a Dynamic Plugin System
by Hydroque
2016-06-25 00:13:25

Java Data structures
by BinaryMonkL
2016-06-13 21:22:09

Java Data structures
by BinaryMonkL
2016-06-13 21:20:42
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!