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Old 08-02-2010, 16:11
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Joysim Joysim is offline
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I used the sdk tutorial and and the material properties for using an alpha was pretty strait forward.

So what could I have done wrong?
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Old 09-02-2010, 08:13
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Quote:
Originally Posted by Joysim View Post
I used the sdk tutorial and and the material properties for using an alpha was pretty strait forward.

So what could I have done wrong?
The material properties for FSX transparency are anything but straight-forward in my experience ... certainly as far as the SDK describes them.

It would help to know exactly how you have set your material up ... that would give some insight into the problems you are having.

Glass is one of the most difficult materials to get right in FSX.
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Old 09-02-2010, 16:33
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Joysim Joysim is offline
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I almost got it right i changed the material properties to include

Z-test: Yes
Z-Test: GreaterEqual
Z-test Level: 128 (or whatever suits your need)
Z-write Alpha: Yes

just like this thread tells me to do

But now I can see through the areas that are bordering the opaque area of my polygon.

how can I fix this?
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Old 10-02-2010, 01:52
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hcornea hcornea is offline
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Yes, glad you found the post. Hmm - first thing would be to check the alpha in your texture to maek sure there isn;t some odd compression artefact.

You could try a different resolution, or DXT format.
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Old 14-02-2010, 12:50
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Joysim Joysim is offline
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Hi hcornea,
I tried that and I can still see through those parts. So what should I do?
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Old 15-02-2010, 03:15
kthy2003 kthy2003 is offline
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My experience with the scenery creation is that, this problem has always existed since FS2002. I have tried various ways of eliminating this problem without much joy. May be I am lacking some information.

However I have figured out some remedy but the long way. Whenever I need to use tranparentcy in my sceneries I create a seperate glass pane and apply transparent material to it and seperate window frame and apply normal material to it as in real life. This way the non transparent items are visible as normal and the see through effect is reduced to minimum. I know this is to much work and many polygons in the case of jetways/walkways, unless someone has a better idea.

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