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Masked textures?

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Post February 13th, 2005, 2:06 pm

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Hi guys,

I'm constructing a coaster that needs custom supports and due to the amount of polys, I want to place masked texture sheets in some areas with the supports drawn on. By this, I mean that the texture would comprise of a balck (or grey?) area which would be masked out so that the only part of the texture that would show would be the supports. I can do this fine in 3DSMax but when the textures are imported into No Limits, the background colour black is visible so the whole texture sheet is seen. Is there a way of using masked textures in No Limits, and if not can anyone suggest a workaround so that I can reduce the number of polygons for the supports?

Thanks in advance,
Ste.

Post February 13th, 2005, 8:34 pm

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Points on hand: 2,195.00 Points
I've worked out how to do it folks. I thought it'd be useful to post the solution for anyone having the same problem.

The texture should contain an alpha channel...black and white. The black area isn't seen in No Limits and the white area is. Simple as that. Make sure the texture is saved in targa (.tga) format so that No Limits can read the alpha channel. No need to bother with masking channels in 3DSMax, just place your image there and NL will do all the work.

Hope this helps,
Ste.

Post February 13th, 2005, 9:40 pm

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So that's what you meant, lol. Too bad my modeler doesn't support tga's though. And I have lots of trouble creating the mask myself i photoshop (And I have no idea how to do it the way it does png's)

Post February 14th, 2005, 3:23 am

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Location: bradford, United Kingdom
The way I usually do it is when you select new in photoshop shop type the size of the graphic you want ie 256x256 make sure that the background is set to transparent then build up your texture . When you amalgamate all the layers together make sure you use the merge visible option! then save it as a TGA.


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