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making nice terrains
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MeinenM
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Joined: 09 Mar 2008
Posts: 183
Location: Canada

PostPosted: Wed Sep 17, 2008 9:54 pm    Post subject: Reply with quote

Quote:
Then, select the outer vertices, go to the object inspector -> vertex color and set the alpha value ("A") to 1. It should look like this


My vertex color button isn't showing anymore for some reason... it's not there where it should be..help?
-thanks
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Sep 18, 2008 7:46 am    Post subject: Reply with quote

Are both the Vertex Properties completely missing (i.e. Vertex Tag and Vertex Color)? In that case, the Object Inspector might have somehow missed that you switched to vertex mode (it happens, I just don't have a solid reproduction plan yet). What usually helps is, with the Object Inspector open, switch Edit Modes a couple of times, and when you are back at Vertex Mode reselect the vertex you want to edit.

If that doesn't help, just yell!
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MeinenM
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Location: Canada

PostPosted: Fri Sep 19, 2008 11:27 pm    Post subject: Reply with quote

thanks that helped
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Thu Oct 07, 2010 8:47 am    Post subject: Reply with quote

I couldn't help but notice this tutorial and how simple the solution was to gaining alpha blending between two objects, just by altering the alpha values of vertices. I read about the z fighting and tried a couple of things.

I created a simple rectangle 'grass' area. then created a 'path' rectangle, and split the polygon into 3 areas. Moving the path so it was one small grid above the grass, then selected the outer vertices, set the Alpha to 1, and then moved them down to touch the grass object underneath. As most paths would be higher than the surrounding area, to help prevent the paths from flooding, this works visually.



Then it occured to me, what about recessed paths, or streams etc. I created a rectangle, divided it into 5 areas, and applied a grass texture. Selecting the center pair of vertices at both ends, I moved them 2 small grid positions downwards, this created a river bed. I then created another rectangle, split it into 3 areas, applied a water textures that had been set to alphablend. Set the outer vertices Alpha to 1 and lowered that into the 'river'.



This opens up a lot of possibilites. Having read chrono's tutorial on the NashaUV plugin, I suspect this does much the same result, without the additional work with polygons and vertices. I suspect a mixture of both would give greater potential. I imagine using extruded edges to the edge of the river bed, and applying a alpha grass blades texture, to simulate overhanging grass on river banks. Very Happy
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Last edited by AWM Mars on Thu Oct 07, 2010 6:26 pm; edited 1 time in total
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AWM Mars
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PostPosted: Thu Oct 07, 2010 9:57 am    Post subject: Reply with quote

Then.. I started to expand on what I have learnt and seen....

This time I added extruded edges to the 'river bank'. I didn't use any fancy texture, just one that has a alpha channel and could show the potential quite clearly.



Using the two meshes, along with Mr Fletchers example of the Vertice Alpha colour, and the alpha blend function, now fixed (thanks Chrono), I wanted to show the potential, and learn myself at the same time, what could be done. My next step would be to host this in a VR platform, and see how it performs.

Here is the full model, and textures I used, so you can see what I did more clearly.
It is in a DPS format, which means you have to import it into DeleD using the Package Importer Plugin.
http://www.working.yourinside.com/DeleD/Tutorials/AlphaTesting/AlphaRiver.dps
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