Demeggy Posted December 6, 2009 Share Posted December 6, 2009 Hola, Right, at the end of my tether with this ruddy thing. Im trying to get a texture to be transparent, like glass, on my model, and despite having the NiAlphaProperty condition applied to the right mesh part, nothings happening. Any ideas what settings should be specifically tweaked to give off transparency? Ta Kris Link to comment Share on other sites More sharing options...
Agnot2006 Posted December 7, 2009 Share Posted December 7, 2009 Hola, Right, at the end of my tether with this ruddy thing. Im trying to get a texture to be transparent, like glass, on my model, and despite having the NiAlphaProperty condition applied to the right mesh part, nothings happening. Any ideas what settings should be specifically tweaked to give off transparency? Ta Kris You also need to edit the texture Alpha Map. White = None Transparent, Black = invisible anything in-between i.e. greys is the amount of transparency. Agnot 2006 Link to comment Share on other sites More sharing options...
pkleiss Posted December 7, 2009 Share Posted December 7, 2009 I was able to get transperancy by simply adding the NiAlphaProperty with the flags set to 4333 and then adjusting the Alpha in the associated NiMaterialsProperty. I did not edit any Texture Alpha Map, so I don't know why this worked for me. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 7, 2009 Share Posted December 7, 2009 Alpha is controlled in both the alpha map and the alpha material property. If the mesh needs any sort of complicated alpha mask, with parts that do not have transparency at all, use only the alpha map. if mesh is a single shape that has alpha transparency on the whole thing, but just varing gradients of, you can use a combination of the mask and material property. if there is no need to use an alpha mask texture, ie the object is completely uniformly transparent. Use only the materialproperty and do not use a alpha texture, it would be a complete waste of resources and it drives me completely mad. oh and a quick note on flags. The 2 most seen, like only 2 I've seen, are43334109(i think)the first is you general purpose flag. used for most things the second is use mostly on animated textures, particles, and cool stuff. Its probably set up to handle multilayered alphas and edge bleeding a touch better. :shrug: Link to comment Share on other sites More sharing options...
Skree000 Posted December 8, 2009 Share Posted December 8, 2009 easiest way to repro a material effect is to open up (in a second nifskope) another vanilla item from fallout3 that uses this effect so you can take a look at the nif files settings.Off the top of my head i can think of empty nuka cola bottles? =/ Link to comment Share on other sites More sharing options...
Demeggy Posted December 8, 2009 Author Share Posted December 8, 2009 Cheers fellas, Ill try out all the suggestions given to me and get back to you. Link to comment Share on other sites More sharing options...
Demeggy Posted December 8, 2009 Author Share Posted December 8, 2009 Edit: double post Link to comment Share on other sites More sharing options...
Zonzai Posted February 4, 2012 Share Posted February 4, 2012 4601 - almost sheer4679 - semi-transparent Link to comment Share on other sites More sharing options...
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