• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

How did Mr. Bob and shamanyouranus achieve this effect?

Level 12
Joined
Jul 4, 2016
Messages
636
1747260274853.png

I took a look at the model, I saw material alphaing but that alone doesn't seem to produce the same effect where

The ship is disappearing in a million pieces gradually rather than as a whole mesh dissappearing.
 

Attachments

It's a difference between animated Material Alpha instead of Geoset Alpha, which is more common.
Similar thing is done for most skeletons/corpses decaying.

It works with a material that is Transparent, and the texture has variable inherent alpha values, so some bits are just like 10% transparanet or soemthing, like along the edges. Then as the material alpha value reduces, more and more parts of the texture image stop being visible at all, because Transparent just has binary visibility, where as Blend has a gradient that looks blurry.
Without looking at your files, I would guess that the texture just has solid colours without alpha elements.

ED: Hope that was helpful, on rereading it's a bit confusing :/
But experimenting with the corpse texture (Gutz.blp?) should help figure it out.
 
Last edited:
Back
Top