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04-26-2012, 11:56 PM
(This post was last modified: 04-26-2012, 11:57 PM by alexmach1.)
file-native opacity settings are rarely supported by 3d modeling programs, so an opacity map is needed. an easy way is to set the texture's brightness to 100% and saturation to 0% (to get a completely white semi-transparent texture) and place it over a black layer. thus, an opacity map is made!
they are actual textures, they just have an alpha channel that isnt supported, making it opaque.
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It's possible that the game uses a separate texture as the alpha mask instead of the usual alpha channel. Simply look through the textures that were ripped with the scene for a greyscale image that resembles the fire/wires. If you can't find one, it's possible that the images are done using an additive effect.