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All Discussions > Dota 2 Modeling > Topic Details
Alpha / Transparency in Blender and stuff
1. Is there a way to make a selected faces / mesh become semi-transparent? ( 50% opacity or something) ?
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2. Unrelated to Blender, lets say my submission enters the Dota2, how Valve going to fund me? I dont remember putting credential account or anything on registration
Last edited by salt サルト; 26 Jun, 2014 @ 8:50am
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Showing 1-4 of 4 comments
HellJumper 26 Jun, 2014 @ 5:57pm 
I don't think transparency is allowed in Dota 2. As far as I can tell, we don't have access to the vmt settings which would allow us to enable transparency. This may have changed, though (if you see an item that uses transparency, let me know... I'll take a look at it).

As for the payments: When an item is shipped, you'll be able to enter your payment information through steam. It works via direct deposit. Every month you'll get paid whatever you made the previous month (so let's say you make $500 in January, you'll get the money at the end of Febuary).
salt サルト 26 Jun, 2014 @ 7:12pm 
Okay thanks for the detailed information.
As for the transparency thing, i will reply it if i see one ( i remembered i saw one tho )
kristof 28 Jun, 2014 @ 10:12am 
transparency is allowed (for some heroes at least; some individual hero shaders may not allow it) but only full (100%) transparency, ie only values of 0 or 255 in alpha of the color mask are used.

gyrocopter, for example, has full-transparent sections in the wings and part of the cap. a number of heroes with things like leaves (treant protector, prophet's treants) use transparency to achieve more detail. helljumper is right though, as far as i know, dota's shaders dont allow semi-transparency. i also recall tvidotto mentioning this while streaming; semi-transparency isn't possible without modifying the shaders, which i don't think is allowed.

anyway, for reference, to enable transparency in blender, assign a material to the geometry you want to manipulate, enable the 'transparency' box in the material settings and set the alpha value to something less than 1.
if you want to use an image map with an alpha channel to make only certain areas transparent, make sure 'z transparency' mode is selected and set the alpha value to 0. (this makes the material fully transparent without an image assigned to influence its alpha value)
assign your image map (with a valid alpha channel) to the material, making sure 'use alpha' is enabled, and scroll down to the map's influence settings. in the diffuse section, along with 'color,' which is enabled by default, check 'alpha' and make sure its value is set to 1. this should give your map's alpha channel control of the transparency of the material.

hope that helps!
salt サルト 28 Jun, 2014 @ 10:40am 
Woah, thats very detailed.
Thanks, this will help me in many ways
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All Discussions > Dota 2 Modeling > Topic Details