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FSXA Alpha Test Function

  • Thread starter Thread starter GHD
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GHD

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Can you please explain the options of the "Alpha Test Function"?



I used "Always", but the prop disk shows as solid even though the alpha channel appears to be grey.

Edit. My fault, there was no alpha channel :o
 
Last edited:
Almost Never use Always.

Usually the Test type you want is Greater or GreaterEqual, unless you are looking for a special effect.

The ztest decides whether to draw a given mapped area or not (yes/no) based on testing the alpha at that point with the z-buffer (objects being rendered in line-of-view)

Once the decision to draw is mase, the area is rendered using the Framebuffer settings.

Zwrite (whilst we are on the topic) selects whether to write the alpha from your material into the scene for testing against other objects/materials

Odd that the prop disc has no alpha. It probably needs some


Sent from my mobile .. words substituted by iPhone at will.
 
Thanks for the clarification Ian.

According to Image Tool te original texture is 8 bit with no alpha.

I am now struggling with DXTbmp to create a reasonable alpha.
 
Usually with a prop disc the disc is semitransparent.

In Photoshop, I would

Open texture
Create a Shape layer and transform until it is the correct dimensions over the prop
Rasterize the shape layer
Invert or adjust so the disc bit is white
Adjust levels , to make the inner bit (about 50% grey)
copy that layer and paste into an Alpha channel
Save as a tga --> process through DXTBmp
Alternatively ... save as a psd and process though imagetool.
 
There'll be equivalent steps, no doubt.

I wish :rolleyes:

I think I now have an acceptable solution for an AI aircraft. (Note. Since the model was created by SAMM, there is no prop animation.)

Texture



Alpha



Alpha test



In sim



Thanks for your help.
 
Looks good to me.


Sent from my mobile .. words substituted by iPhone at will.
 
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