How to Make Transparent Textures with Wally
By Robert Olesen (Egir) - october 4, 2007
Transparent textures in Half-Life are named something like
{<NAME>, where <NAME> is a valid texture name. An example
is {BLUE.
Usually one uses the blue colour 0 0 255 in RGB to mark the area that
should be transparent, but this is only a convention and
not strictly necessary for the texture to be transparent. Since it is
not necessary for the transparent part to be blue, blue wont simply be
transparent just because you prefix your texture with a {, use
render-mode solid, and FX-amount 255 in entity properties. This short
tutorial will explain how to work around this technicality.
I assume that you have already made a texture in wally and coloured
the part that should be transparent blue (0 0 255), like in the
following picture.
Use the "Eye Dropper"-tool to select the transparent colour as your
primary colour. Once your primary colour is the one you want to be
transparent we should translate its index to 255; to do this goto
Colors -> Translate Colors. You will now get the following dialog:
1 is the index of the colour you have selected, and want to turn
transparent. 2 should always be 255, because this is the index of the
colour that will be transparent (when the texture is prefixed with {,
rendered as render-mode solid and fx-amount 255). Remember to tag Swap
Indexes (3) before clicking OK. This will make sure that blue will
remain blue, but become transparent colour.
You have now successfully reindex the colour you want to be
transparent to index 255 as shown in the screen shot below.
The transparency of your texture should now be working
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