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Transparency Problem

Discussion in 'ModelConverterX' started by Flugwerk, 5/11/07.

  1. Flugwerk

    Flugwerk

    Joined:
    2/11/07
    Messages:
    104
    Country:
    austria
    Arno,
    I have a new problem. Alpha channel doesn't show properly on my converted sca models. To be more precise, alpha doesnt work at all.
    I tried DXT1 and DXT3 with BMP and DDS without success.

    I have noticed some entries for alpha (Alphadata-Entries) in the generated .X files.
    Maybe some of the values are not set correct. Do you know where to find more information about these entries and/or how to set them?

    Regards,
    Heinrich
  2. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

    Joined:
    28/5/04
    Messages:
    21,285
    Country:
    netherlands
    Hi Heinrich,

    I think you are right, in the FsX material I do not set anything for alpha channel at the moment. I have not tried it, but I think if you set the BlendDiffuseByBaseAlpha option to 1 then it will work again.

    I will have to find a way to figure out if the textures applied on the macro use an alpha channel I guess. Or maybe I should just let the user specify such data.
  3. Flugwerk

    Flugwerk

    Joined:
    2/11/07
    Messages:
    104
    Country:
    austria
    Arno,

    I have solved the problem. It was quite easy. Just removed all the FS10Material entries and added the following entry (in red) to the standard Material entry:

    Material mat3 {
    1.000; 1.000; 1.000; 1.000;;
    0.000000;
    0.000; 0.000; 0.000;;
    0.000; 0.000; 0.000;;
    TextureFileName {
    "votiv03.bmp";
    }
    DiffuseTextureFileName {
    "votiv03.bmp";
    }
    AmbientTextureFileName {
    "votiv03_lm.bmp";
    }

    }
    Now transparency and night effect (_lm) is working.

    Regards,
    Heinrich
  4. arno

    arno Administrator Staff Member FSDevConf team Resource contributor

    Joined:
    28/5/04
    Messages:
    21,285
    Country:
    netherlands
    Heinrich,

    That does not really sound like the FsX way of doing things (adding the night texture as ambient is the Fs2004 way of working), so I think I will continue searching for the FsX solution. The SDK gives a nice overview of the FsX material in the X file.

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