_six wrote...
Not to hijack the topic...
MerricksDad wrote...
Again, your best bet is TXI. You can also do this neat trick where you give it an environment map and make the environment map itself have transparency, so you can have transparent metallic liquids!
Srsly? I wanted to try that ages ago but it didn't work for some reason I forgot. Is there a txi setting on the environment map needed, or did I just mess up something simple when I tried it?
Yes. After playing with OTR's TXI stuff, I stumbled upon it but kinda on purpose. I needed a shiny bubble what was transparent, but also where the environment map was transparent. What I did was use a TXI to give an environment map to a solid blue texture with an alpha channel dimming it down. I point it toward a waterfall / metallic kinda image, which as you know basically just makes a blue shiny metal. Then give the environment image its own alpha channel and boing, you got shiny transparent bubbles with a environment map which is not too metallic. To give it more depth and color, I stacked up to 3 of the same spheres only a few points from each other, so it looks like a thick glass globe. I then used animesh to make all the layers of the globe flow up or down around the caster to encapsulate him like slime.
The only issue I can see with it so far is that the effect always has a true north facing, meaning that one side of it will always point north and be noticably painted and highlighted differently. This also seems to happen anytime I emit 3d models for some reason.
As an aside, if you're using alpha transparency on the texture and not the model, then make sure you save the texture as a 32 bit tga not 24. I tend to make that mistake when I'm not thinking, since Photoshop defaults to 24.
Oh yeah, I forgot to mention that. I use PSP 7 for my tga's and i have it set to 32 bit default.