Dynamic Alpha fading on a per mipmap basis

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fo0k
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Dynamic Alpha fading on a per mipmap basis

Post by fo0k »

Simple test of custom alpha layers per mipmap. this allows for dynamic fading of transparent textures dependant on distance from the object.

Individual mipmaps have different alpha levels...

useful for driving mods where opponent cars can block view of the road.. instead the opponent car will fade when close to allow a clear view of road. (a bit like Trackmania does it..)

something I have thought about for a while and got round to testing it today.. it actually works very well and is smoother than expected..

Probably has some cool uses for a novelty map too :)

view it in action...

http://www.youtube.com/watch?v=REG1_hGM4F4

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Apache Thunder
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Re: Dynamic Alpha fading on a per mipmap basis

Post by Apache Thunder »

What did you use to modify the other mipmaps? The apps I have don't let me do that. :(

Also, there's a chance this may malfunction for some people. I have custom settings for this game set up in my Nvidia control panel and it may prevent the other mipmaps from working. Won't know till I test it myself though.

Also since this game supports having DDS textures being used as lightmaps, even more tricks could be done if combined with a lightmap file. ;)
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fo0k
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Re: Dynamic Alpha fading on a per mipmap basis

Post by fo0k »

Hehe, never thought about the lightmaps.

I use (good old trusty) paintshop pro v7.04. It works with the current nvdxt tools. When I open a dds file it always prompts me 'do you want to display mimaps' to which I always decline.. No need. Likewise when saving a dds I will always leave it to 'automatically generate mipmaps'.

But if you elect to display mipmaps' you can edit each one. I have also tried changing the actual texture on each mipmap so a different texture is displayed at progressive distance from the object. The same principle works when adjusting the alpha layer of each mipmap. I guess if you had mipmaps disabled in gfx properties it would override it.

When exporting the dds it's obviously important to 'use existing mipmaps' and not auto generate or you lose the changes!

Has got me thinking about the novelty factor.. Weird puzzle map or something.. Who knows :)

also aside from transparency you can alter the envmap for some chromey/reflective distance effects too.. Although again, it only seems to have a novelty benefit really!

Cool though :)
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Swaffy
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Re: Dynamic Alpha fading on a per mipmap basis

Post by Swaffy »

You can make a rainbow car! I like that idea! I'm going to try that with my Kubelwagen.
It would change colors as you got closer or further from the car.

Or iridescent paint, but instead changing color as you get further away [instead of the angle of the light reflecting].
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fo0k
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Re: Dynamic Alpha fading on a per mipmap basis

Post by fo0k »

I'm also interested I'm using alpha values in bik video.. I'm aware it's possible..? but not tried.
Something like a holographic style transparent video image..?
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