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Queston about DOGA L3
Ok, I can't seem to find a way to do this, but I am hoping it is possible.
I am trying to make an emittion that is semi transparent. Is this possible? Please help me http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Queston about DOGA L3
Not with Emission no you go to free settings and all the way at the bottum there is a "transparency" setting, simply set that to a slightly higher ratio then it is by default and wham bam transparant ma'am.
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Re: Queston about DOGA L3
Yes, this I know. What I want is to have both emittion and transparency on the same object. Is this possible? Or, is DOGA just too limited?
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Re: Queston about DOGA L3
Oh you mean you want a BRIGHT shiney transparancy http://forum.shrapnelgames.com/images/smilies/happy.gif
Yeah it's possible I've done it a few times when I was just playing around, all you need to do is work on the transparancy/emittion ratio if you get it just right you get a semi-transparent glow which is cool. |
Re: Queston about DOGA L3
Or, make a shiny high-emittion object in the center of your object and place another larger, transparent object around it. I've never tried it, but I imagine it'll yield the same results; a see-through object which emits a nice lil glow.
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Re: Queston about DOGA L3
Well, while the thread is here, I've got me a question as well. I've been fiddling around with Doga L3 for a few hours now, making a model of the Daedelus from Hell is for Heroes, and I've run into one little stumbling block I can't seem to get around. How, exactly does one apply different textures to different parts of the ship? I know it can be done, from looking at AT's work, but I'll be danged if I can figure out how.
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Re: Queston about DOGA L3
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Ah tis easy you simply apply a different "color" to each section of the ship and edit it appropraitely for example the Icaran warships (especially the cappys) have something like 5-8 colors all of which are different textures and schemes.
Take a look. |
Re: Queston about DOGA L3
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http://www.shrapnelcommunity.com/thr...89949-test.PNG |
Re: Queston about DOGA L3
Well, thanks for the suggestions. However I don't think that any of them will work. really what I want to acheive is something that is shiney but that you can still see through. Even if i do the above suggestion the inner emittion still blocks line of sight. I guess I will just have to accept the limitations of the program.
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Re: Queston about DOGA L3
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Re: Queston about DOGA L3
That is very good.
JAF, can you give us specific info on what it is your tying to do with this concept? What kind of part is this effect going to be used for? |
Re: Queston about DOGA L3
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Re: Queston about DOGA L3
While we are questioning...What file format does DOGA export in...?
Kana |
Re: Queston about DOGA L3
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Re: Queston about DOGA L3
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Ok, this is what I am trying to do.
Large Image http://www.shrapnelcommunity.com/thr...03-thrusta.jpg this is sort of what the thrust from the nozzles of the space shuttle looks like the bright white cone of fire would look a little more realistic if it were about 25% transparent. I'd also like to add a very slight emittion effect to the outer cone. Moderator Note: Please limit the size of your images. |
Re: Queston about DOGA L3
What about this, then?
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Re: Queston about DOGA L3
My question: How do you get a perfect Sphere with DOga! I'm trying to make a 5th Imperium Shipset but that's dang hard when the "sphere" has frakkin corners heh.
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Re: Queston about DOGA L3
From what I've seen trolling about on the Star Fleet Command Model sites...most modellers suggest that you don't do a completely round, or circular object...the poly count ends up to high...so you actually end up having a multi-sided object that at a distance and with a texture, look round, or cylindrical...for example...one of the warp engine nacels on a star trek ship should be a long cylindrical tube...but its model with actually 24-64 seperate sides...
As for file export...I ask, because I found a program that will import and export models in like 50 different formats...one of which is .X...and was wondering if I could import DOGA models directly and then export them to .X... Kana |
Re: Queston about DOGA L3
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JAF, that is a nice design. I really like it. |
Re: Queston about DOGA L3
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I would be willing to donate an X model if you like. |
Re: Queston about DOGA L3
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Thanks, Kana |
Re: Queston about DOGA L3
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Here is one of the lower polygon count Klingon ships I am working on for SEV. It is in VRML, DXF and Direct3d (x) formats. Enjoy and good luck.
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Re: Queston about DOGA L3
Thanks...
Edit: Ok I tried all 3 formats...there were plugins on Unwraps site. First off the vrml one didn't work...even though I had the plugin installed...the dxf and the .x worked, the dxf had no color, it was just grey, and I believe it was off axis. .X was the champ it was colored and on the proper axis...for those of you who want to take a look at the program, the demo is at... http://www.unwrap3d.com/downloads.aspx Kana |
Re: Queston about DOGA L3
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Add parts from files --> go to 13_samp --> go to Parts --> go to ball --> Double click on any one of the three you see. |
Re: Queston about DOGA L3
You can also use a transparency mask and slider to get varying levels of translucency for a texture. That should give you the ghostly thrust effect.
DoGA is intended for stills and movies. There are two gotchas with using DoGA to make make game models: One, you need to understand the difference between render engine effects and what an .X model supports. Blending, coloring, masking, and material settings are subject to getting dropped. Stick with white models with a single texture image per part. If you need more complex textures, you can create them in DoGA, render the image, and save that as a custom texture for your model. Two, since DoGA uses a parts based metaphor, it does not create optimal game meshes. This can result in Z buffer conflicts which are visible as saw tooth patters where twi faces intersect. The best thing to do is to use DoGA as a design tool and export the geometry to another program such as Metasequoia or Milkshape. There you can merge the faces, reduce the polygon count, and set the exact texture mappings that you want. I have a tutorial here that can walk you though that process for DoGA and Metasequoia. http://zircher.iwarp.com/doga (scroll down to Tutorials:) -- TAZ BTW, the reason that the DXF export looks wrong/offset is that all the faces are inverted. DXF is clueless about using vertex ordering to determine facing/normals. In most cases you can just select all the faces and invert them with one of the other editors. |
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