Making a Mesh/Texture transparent

Post » Sat Dec 18, 2010 1:17 am

What I would like to do is retexture the Castle Wall Meshes (the ones which surround cities), and make them semi-transparent so that the Player can see through then. I'm also hoping to remove the Collission (which I'm reasonably confident I can do)-- but the biggest difficulty is making them transparent...

I'm hoping it is just a case of editing something in the Mesh itself, since dealing with Textures is a little beyond me (I can easily swap them out, but trying to make new ones seems to cause issues with them not showing... But that might be just a mesh issue...)

So basically, I'm wondering:

1) How do I make the Meshes semi-transparent
2) If it is rather complex, would someone be willing to help with it? (although hopefully I can do it myself)
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Farrah Lee
 
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Post » Sat Dec 18, 2010 12:56 am

Open the nif in Nifskope and add alpha properties to all NiTriStrips (right click>node>attach property>NiAlphaProperty). Now do spells>optimize>combine properties. Click on the material properties that are left and adjust the alpha value. The lower the value, the more transparent the mesh will become. Make sure you set the alpha to the same value for all parts of the mesh and all meshes (like 0.25 for semi transparency).

To remove collision you only need to right click on the collision object and remove the branch (select and ctrl-del is enough for that).

It might be a good idea to add a NiStencilProperty (shows both sides of the mesh) depending on what you want to do. Just give it a try.
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kasia
 
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Post » Fri Dec 17, 2010 7:41 pm

Thanks, I'll give that a try :)

One other, hopefully quick, thing: will OnTrigger work on any Mesh, or are Trigger zones special? (I'd like to be able to have it that these walls are "Magical" walls, and walking through any Wall will have a special effect).
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Mistress trades Melissa
 
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Post » Fri Dec 17, 2010 11:39 pm

As you're removing their collision they won't know you're passing through them anymore. I think you will have to use trigger zones for this, but somebody else certainly knows more than I about this.
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naome duncan
 
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Post » Sat Dec 18, 2010 1:54 am

Thanks :) That may be a problem them (I'm planning on there being LOTS of these walls... It forms the boundary of an area that (in my initial thoughts only, of course) would be something like 10X10 Cells at least (So that's going to be a lot of Trigger Zones...) Oh well, I'll see what I can do :D
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Mariaa EM.
 
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