Re: 'Baking' textures? Anyone?
on Tuesday, January, 20, 2004 12:26 PM
It wouldn't work like that. First the transparencies in Dedit/Lithtech are determined from the textures alpha mask (you have to manually create it in Dedit or import a custom 8bit mask) with black being transparent and shades of white determining the amount of glow percieved. So, setting an area to transparent in your graphics editor would have no effect.
Second, if you DID correctly get the textures to be transparent where you want them to be in the game engine then you would sill have 2 sides of your object that will have textures that aren't lining up/connecting with the one or two sides that you set to the odd ball texture. After all, a box with a transparent triangle texture is still a box and the textures being applied to it will reflect that. As the sides that are coangled with the hypotenuse will form right angles versus what ever the angle is for the triangle.
Instead, the easiest way to do it, IMO, is to create a custom texture in the shape of the object that you want to texture. Import that texture into Dedit. Apply the texture to your objects. And then use the 'texture coordinates' dialogue to adjust the texture to fit as you like (the texture coordinates dialogue allows you to stretch/shrink the texture to fit as well as x, y-aligning and angular orientation).