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Custom Model Transparency Issue (PSA)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1405220129

This is just a public service announcement I'd like to make.. It's about models with transparent textures.

If you look in the screenshot, only one of these barrels has transparency, but technically both of them should. It's because of a weird way that transparency works in TTS.

I'm going to paste the two full texture images here so you can inspect them, to see that they should both be transparent.

https://orig00.deviantart.net/1636/f/2018/156/0/7/test_by_itchydani3l-dcdjell.png

https://orig00.deviantart.net/4885/f/2018/101/4/3/corner_by_itchydani3l-dc8l1ji.png

This is unrelated to the fact that TTS only recognizes 0% opacity as being transparent. All of the pixels surrounding the fire have 0% opacity in both textures.

The actual difference between these textures is a very small one. The top left and right pixels of the barrel on the left have been made 0% opacity.

So what appears to be happening, is TTS checks the top left pixel as soon as it loads a file, and if that pixel isn't 0% opacity, then it will treat all of the pixels of that texture as having >0% opacity, and therefore opaque.

So if you want to have ANY transparency in your custom model or texture (potentially including cards/tiles/etc), then the Top Left pixel needs to be transparent.
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Showing 1-3 of 3 comments
ItchyDani3l 30 7 Jun, 2018 @ 9:44am 
I'd like to note, that this is a MUCH better solution than the one I originally used, which is the Render to Texture (baking textures) feature.

Basically, that scrambled the entire texture, and put it back together with transparency inbetween all of the pieces.

It technically worked, but it resulted in file sizes alot bigger than they needed to be.

The top-left pixel is the more technically correct solution.
locoparentus 7 Jun, 2018 @ 9:51am 
Considering you clearly know your way around 3D modeling. Adding that extra step of assembling your assets in Unity as Assetbundle is something you should seriously consider.

Do that and all the limitations your currently butting up against and detailing here will just melt away.
It may seem like a big step up, but its well worth the time and effort spent when you see the increase in asset quality and step down in file size such a move would make.
ItchyDani3l 30 7 Jun, 2018 @ 9:56am 
I've considered it, but right now I don't have the tools or experience to capitalise on Shaders or Animations, which are the 2 biggest reasons to move to assetbundles...
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Showing 1-3 of 3 comments
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Date Posted: 7 Jun, 2018 @ 9:37am
Posts: 3