Hi All,
I've been exploring the creation of my own tree models to add into a custom map (which I may or may not ever finish), and I have been struggling with a problem which I can't seem to overcome and I'm hoping someone here may have the answer.
Every time I create a texture for the tree foliage and using a mask layer, the result is an ugly white and what seems to be a semi-transparent halo perimeter around the outside.
maskhalo.png
Now I'm not great with graphical editing software but I did some googling and I though maybe de-fringing would help but I'm getting the same thing even with blocks of colour where there is no complicated edge.
I'm saving the image as a 24 bit uncompressed TGA. I'm using the shader similar or same as the trees.shader from the pak.
I make the masks by duplicating my image, then using greyscale/negative/colour replacer to get the black and white mask, loading the mask layer from this image with "source illuminance" and then saving that mask to the alpha channel before exporting.Code:static_smdmtree4_2 { qer_editorimage textures/models/natural/smdmtree4_2.tga nomipmaps cull none // deformVertexes flap t 24 sin 0 2.5 0 0.2 1 0 deformVertexes flap t 24 sin 0 2.5 0.25 0.3 1 0 { map textures/models/natural/smdmtree4_2.tga depthWrite alphaFunc GE128 alphaGen distFade 1400 1400 rgbGen vertex } }
How can I get a nice crisp edge? Any help or suggestion is appreciated.
Thanks
Twenty


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