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No snow on semi transparant plants

Started by embx61, April 08, 2017, 02:17:54 PM

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embx61

Hi folks

I am in the process of building a smaller wooden Herbalist building by request.

The fbx is all done and with the help of RedKetchup it won't even crash anymore, Thanks again Red :)

I did not make the AO maps yet and use so far the pure white ones,

I get snow everywhere where it should but not on the plants I have included in the mod.
The plants have there own Transparent Texture and are transparent in game, but gather no snow.

If I look at Luke's Herbalist in game the plants there get some snow on them. He uses a OpaqueSnowAlphaTestMaterial.rsc file so I copied that file over to my materials folder (Maybe not even needed to do this) and referenced to that file, but still no snow in the winter.  :(

It most be possible because Luke's Herbalist plants have some snow on them.

What am I missing?
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

doesnt your plants disappear in winters ?
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embx61

Nope. They are just there.

They are just part of building though, so not act like a crop or herb, just as in Luke's Herbalist building.

If you place Luke's Vanilla Herbalist in the game you see his plants beside the building.
They get some snow in the winter but not disappear (I test with Debug if that makes a difference I do not know)
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

bah personally i get snow with

MaterialInstance resource
{
Material _material = "Material\OpaqueSnow\OpaqueSnowAlphaTestMaterial.rsc";
Texture _textures
[
{
String _name = "diffuse";
ImageBuffer _texture = "Models\MaterialInstance\RK3DFlower4Texture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}
]
Constant _constants
[
]
}


do you have the other lines ?
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embx61

I did it as your Hollywood Tutorial

So made that customized CropMaterial.

I shall test now with your code.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

embx61

You did it again Red :)

With your code it works :)

So the custom Cropmaterial from your tutorial is not needed I guess as no reference are now made to it?
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

Quote from: embx61 on April 08, 2017, 03:50:10 PM
You did it again Red :)

With your code it works :)

So the custom Cropmaterial from your tutorial is not needed I guess as no reference are now made to it?

back in time i only knew that custom material was existing...
i never heard back in time of all the 20 other material lol like billboard and ect ^^
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Necora

I'm a bit late and I know Red already answered, but it seems the 'FoliageMaterial' also produces snow on semi-transparent textures, if you want them to move in the wind. This is what I have for the White Pine, Spruce, and Fir trees which are all very snowy in winter.

MaterialInstance resource
{
Material _material = "Material\Foliage\FoliageMaterial.rsc";
Texture _textures
[
{
String _name = "diffuse";
ImageBuffer _texture = "Models\MaterialInstance\FirBranchTexture.rsc";
}
{
String _name = "snow";
ImageBuffer _texture = "Terrain\TerrainSnowTexture.rsc";
}
]
}

RedKetchup

if you dont set the alpha channel 3 ... it doesnt move with the wind :)
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embx61

#9
Quoteif you don't set the alpha channel 3 ... it doesn't move with the wind :)

Where and how? In Photoshop or 3s Max?

EDIT: I guess in 3ds Max but how and does it work with flowers technically attached to the building?
Luke's herbs on his Herbalist don't move either I believe, that's why I ask.
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

embx61

@RedKetchup

Red, I read a while ago that we could not see transparency in 3ds Max.

I found a way :)

When you have your material Editor open select a material and assign a Alpha Texture to it or if you have already a material/diffuse texture select the material and open the maps screen

Now add that same texture to the Opacity slot in the maps screen and set to Image Alpha and Mono channel Output to Alpha.

All left to do click in Material Editor the Material Menu to open that menu and go to: Show Materials in Viewport as select on the fly out menu: Shaded Materials with Maps.

Voila instant transparency inside Max :)

If your model is ready for production I would just clear the Opacity texture in the maps screen.

HTH :)
[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

kid1293

I guess RK meant 3rd UV channel.
1 UV
2 AO
3 Billboard or foliage

In Blender I just select the parts of the mesh I want to move and unwrap in new UV map.
Then move those UV's with center over 0,0 and they will move in game.
The other parts are kept at 0 size. Then I write the code for foliage material.
It must be in 3rd channel. Make a fake AO channel if there isn't any.

Iguess this wasn't clear. :)
Ask again if I should elaborate.
Ohh. I just assumed you are using Blender. You're not, are you?

embx61

Thanks Kid

No I am using 3ds Max.

I shall play with it a bit.

[size=8pt][color=teal]My beloved Kathy
As you were you will always be
Treasured forever in my memory[/color][/size]

[size=10pt]For my list of Mods with download links go here[/size]

RedKetchup

Quote from: embx61 on April 09, 2017, 01:50:54 PM
@RedKetchup

Red, I read a while ago that we could not see transparency in 3ds Max.

I found a way :)

When you have your material Editor open select a material and assign a Alpha Texture to it or if you have already a material/diffuse texture select the material and open the maps screen

Now add that same texture to the Opacity slot in the maps screen and set to Image Alpha and Mono channel Output to Alpha.

All left to do click in Material Editor the Material Menu to open that menu and go to: Show Materials in Viewport as select on the fly out menu: Shaded Materials with Maps.

Voila instant transparency inside Max :)

If your model is ready for production I would just clear the Opacity texture in the maps screen.

HTH :)

will it play when you will compile or in game ? because if i need to delete after before export the final .fbx.... i prefer not. i never acted good when was time to put something and delete it after :P
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RedKetchup

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Click here to Donate by PayPal .