It burns, it burns!!!

Discuss model development here.
Daedalus
The Dreaming God
Posts: 1015
Joined: Sun Aug 15, 2004 05:06 pm
Location: The Hall of the Epiphany
Contact:

Post by Daedalus » Tue Aug 30, 2005 01:30 am

I love you all so much ! <3
User avatar
Necrosis
Bubble Wrap Man
*not Canadian*
Posts: 1242
Joined: Thu Jul 21, 2005 01:38 am
Location: In The Flesh
Contact:

Post by Necrosis » Tue Aug 30, 2005 01:58 am

Wow, that looks awesome. :D
User avatar
r_cain
The Drinking God
Posts: 863
Joined: Thu Aug 19, 2004 09:24 am
Location: Back-of-Beyond,UK

Post by r_cain » Tue Aug 30, 2005 04:08 pm

Out damned spot?
User avatar
mouth
Acolyte
Posts: 544
Joined: Thu Mar 10, 2005 08:33 am
Contact:

Post by mouth » Tue Aug 30, 2005 06:28 pm

I love you all too. and I never meant to hurt you :(
User avatar
oBe
Cabal member
Posts: 351
Joined: Thu Aug 12, 2004 01:58 pm
Contact:

Post by oBe » Tue Aug 30, 2005 06:32 pm

Hehe...

Alright then:

*hugs everyone*
User avatar
Willis

Master of the Mask
Lead Programmer

Posts: 871
Joined: Tue Aug 10, 2004 09:28 am
Location: Eau Claire, WI USA
Contact:

Post by Willis » Tue Aug 30, 2005 08:20 pm

Cruaich wrote:I dont know if you want to try and install GIMP. Alpha channels are really easy to do there. What you'll want to do is save your skin as a full color TGA, then you'll want to open it in GIMP.

1. In the image window menu select Layer>Mask>Add Layer Mask.
2. A options window should open. Keep the "White (full opacity)" option and click "OK"
3. Fill the entire skin with a grey, the darker the grey the more transperent it will be.
4. Then click Layer>Mask>Apply Layer Mask
5. Save the image... done.


add this to my list of things to double-check in the next couple days. While I am notoriously bad with graphics, I think I vaguely remember how to do alpha channels.
User avatar
scar3crow
kvlt-anaatmanah
Posts: 386
Joined: Mon Aug 08, 2005 06:22 pm
Contact:

Post by scar3crow » Sun Sep 04, 2005 05:29 pm

Also in the actual entity code for the object, say misc_object_glass you can after defining it to be that model, do self.alpha = 0.6; so it is 60% opaque... also do a self.health = 3; and have a mock throwgib function of some tiny glass shard models or sprites, bam, breakable chalice.
Drakan

Necv Xouhkot

Posts: 1002
Joined: Mon Feb 21, 2005 01:02 pm

Post by Drakan » Mon Sep 05, 2005 02:25 am

oBe wrote:That'll be $6.66, please :D




Nooooooo!

But hey, awesome work on the taps! Uh... faucets? ;)

User avatar
frightfan
Caleb's Bootlicker
Posts: 57
Joined: Sat Aug 14, 2004 02:33 am
Location: Orillia, ON Canada

Post by frightfan » Sat Oct 01, 2005 03:08 am

scar3crow wrote:Also in the actual entity code for the object, say misc_object_glass you can after defining it to be that model, do self.alpha = 0.6; so it is 60% opaque... also do a self.health = 3; and have a mock throwgib function of some tiny glass shard models or sprites, bam, breakable chalice.


I actually would approach transparencies this way from now on, in code. That way, it can be tweaked ad infinitum by anyone.
Post Reply