K
Kislinskiy
Guest
Texture transparencies? Can't remember well but try this:
1) Black is transparent
2) First palette entry is transparent
1) Black is transparent
2) First palette entry is transparent
Not me. I was not working on ff7 for a long time ... right now ripping apart HalfLife modelsHaven't posted here for a little while....did anyone make any more attempt on trying to figure out how the transparencies work with enemy models?
I'm not sure what you are getting at. The texture determines what part of the polygon is transparent if at all. Each model consists of a number of objects. Each texture has a palette, the palette (most often several 4 bit ones), is then used to create the texture in the texture cache follow the rules I outlined. If the whole polygon was transparent you couldn't see clouds eyes, instead you would just see the polygons behind the eyes and no eyes. The textured polygons are rendered on the final frame pass.I don't know if it's the textures that are transparent...I think it's the entire pologon...
Here's an example with Brain Pod
actual shot taken ingame: www.ffcompendium.com/~Skylark/BrainPod.jpg
with model viewer: www.ffcompendium.com/~Skylark/Brain.jpg
Then one other problem I ran into with the viewer was with Death Dealer....when viewing one of his cards from the bottom the texture doesn't load and you can see completly through it....but if you view it from the top you can see the back of the card.
www.ffcompendium.com/~Skylark/DeathCard.bmp (sorry for the bmp)
Im not sure, but IIRC there is none ... i remember only 7 cards on the texture.Is there any way you can fix the little card error with the Death Dealer so I can view what that card actually is?![]()
If youre referring to his ultimate weapon, yea, its shade changes depending on his health...honestly nope ... but i thought that transparency info could be somewhere in the groups ... because one of Cloud's swords gets more and less transparent, i think it depends on his health or something
If youre referring to his ultimate weapon, yea, its shade changes depending on his health...honestly nope ... but i thought that transparency info could be somewhere in the groups ... because one of Cloud's swords gets more and less transparent, i think it depends on his health or something
Well its definately not in the textures because there are no textures for weapons. Unless they handle that as an exception to the rule (IE unique operation).honestly nope ... but i thought that transparency info could be somewhere in the groups ... because one of Cloud's swords gets more and less transparent, i think it depends on his health or something
It would be interesting to see if Euro english is more like LEET speak than actually from British origins. Of course the British say Maths (which is very confusing because it could be a plural of Math or it could refer to Mathematics that's why in american English if you say that you get strangled it leavesto much in contention and believe it or not.. it's actually irritating to hear for some people).It's also losing the "z" in realized, and dropping a few extra "u"s, "e"s, and a little clean up in scemantics
Hmmmi think that:
All bones are rotated in each frame, any character pose can be done by rotation. There are needed only 2 positions, player's current position (that should be somehow modified by engine, because it depends on enemy's position) and weapon's position for thrown weapons.