Path: chuka.playstation.co.uk!news From: Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: de-texturing objects Date: Sun, 15 Aug 1999 18:33:40 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 39 Message-ID: <7p6u1o$i8s17@chuka.playstation.co.uk> References: <7p3hvm$i8s3@chuka.playstation.co.uk> <7p673k$i8s10@chuka.playstation.co.uk> <7p6lka$i8s14@chuka.playstation.co.uk> NNTP-Posting-Host: modem-92.platinum.dialup.pol.co.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Nathan Miller wrote in message <7p6lka$i8s14@chuka.playstation.co.uk>... >>>I want to turn textured objects to a plain colour for a disintegrating >>>effect in the new game I'm writing at the moment >>>assign semi-transparency to the object. Would it be better to merely have >a >>>duplicate, plain-coloured model to swap with, or perhaps some dynamic tmd >>>type routine? > >Depending on the level of effect that you want, you will have to decide >which method to use. If you just want your model to blink and it doesn't >take too much of your memory budget you could just use a copy of the model. >If you are wanting a fade effect like in FF7, where the object fades from a >textured object to some generic color (like red) then I would go with a >dynamic tmd routine so you can adjust things like transparency levels and >vertex colors. > >I hope that helps, > >Nathan Thanks for the reply, so not everyone has disappeared. If you've taken a look at my animated GIF mock-up on my Planet X page of my site I think it looks like the dynamic tmd routines, since all the vehicle models need to be able to have this effect applied to them. It goes basically as: textured model - bright green model (possibly with some mixing from the textured model into a plain coloured one) - transparent model - fade out. Damn, it looks like I'll have to read those dynamic tmd docs and routines I downloaded and challenge my meagre programming skills... Cheers Nathan. Stuart.