Discussion in 'Guides and Tutorials' started by Henry08, Feb 1, 2018.
Can you just tell me how did you create that half transparent orange ball? I really need to know it.
Ok, I found better way to make material transparent. Was tested with ir_sr3shaderball shader
Material looks like this
In SDK\converter\sr_shaders.xml change to
<Mat_Alpha_Mode>2</Mat_Alpha_Mode> 0 - no opacity; 1 - clipping opacity with alpha; 2 (and 3?) - transparent material
<Base_Opacity>0.5</Base_Opacity> 0-1 value of transparency, 0 - 100% invisible, 1- 100% opaque
I guess you can copy this line to almost all shader to add transparency, but this thing need to be tested.
Note: Restart SDK Converter after editing sr_shaders.xml
With ir_at_bbsimple1 works not so good, opacity control doesn't work
ir_bbsimple1 also has not control by base opacity
ir_sr3npcclothfullPulse has no transparency control
Looks like only shaderball has this option
Thanks, I'll try it later
oh hello. this seems interesting.
Looks like you editing file that SDK doesn't use. Can you send me your FBX?
untitled.fbx is the model exported from Blender
r.fbx is the model exported from Maya ready to convert
It works pretty good for me, try to test compiled version
Maybe I have an old version of the converter.
Don't think so. My SaintsRow_FBX_Converter.py file from 17 nov 2016. Maybe your sr_shader.xml has read-only attribute and doesn't save settings? Replace your file
Separate names with a comma.