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Error with transparency

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unitedkingdom
Hello,

I have a taxiway edge light and I have applied a transparent texture and a nightmap texture. This is what the final object should like when I apply it to P3D:
Screenshot_1.png


Screenshot_4.png

When I export it as an mdl file and apply it via ADE I end up with this during the day:
Screenshot_5.png

And at night, I get the exact same issue except I have the lighting (apologies for it being so difficult to see):
Screenshot_6.png

I did click on "set default transparent" for transparent textures but that didn't seem to work.
I saved the textures as DDS but I'm not sure if that has anything to do with it.

A helping hand is greatly appreciated.

Acer
 

arno

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Did you put the textures in the correct texture folder? Black objects often indicate missing textures.
 
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unitedkingdom
Did you put the textures in the correct texture folder? Black objects often indicate missing textures.
Screenshot_1.png

Hello,

There were at first 3 textures. It ended with 6 textures being added correctly to the right texture folder. I have managed to add models into the same texture folder with no issues.
 

tgibson

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So those texture files are present in the Texture folder next to the Scenery folder where the library BGL file is located? Or if added as an MDL file into the ADE file they should be in the Texture folder next to the Scenery folder where the ADE BGL file is located.
 
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unitedkingdom
So those texture files are present in the Texture folder next to the Scenery folder where the library BGL file is located? Or if added as an MDL file into the ADE file they should be in the Texture folder next to the Scenery folder where the ADE BGL file is located.
The texture files are placed in the texture folder next to the scenery folder where the ADE BGL file is located. That is what I have done.
 
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unitedkingdom
Update:
I redid my alpha channels and it seems to have an improvement, although I notice there are very small black lines over the light.
Screenshot_5.png
 

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tgibson

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Glad you found it. Looks like only one more polygon's texture to fix.
 
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unitedkingdom
Aaaa now it won't illuminate at night
Screenshot_6.png

Does this usually happen to people with these issues?
 

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tgibson

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No, not really. How are you creating the DDS files? And do they look OK in DXTBmp (for example)?
 
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unitedkingdom
Okay, I have made some more progress,
Screenshot_7.png

I decided to tick the box "Illumination" and before you know it:
Screenshot_5.png

It's working fine, but...
Screenshot_6.png

All of my GP's have disappeared. So a bit more work to figure out.
 

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tgibson

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I’m confused. Why are you making a 3D object a ground polygon? I can understand the illumination on the ground, but the 3D object itself?
 
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unitedkingdom
I’m confused. Why are you making a 3D object a ground polygon? I can understand the illumination on the ground, but the 3D object itself?
I'm not even sure how I made it a ground polygon. I exported the model as a .mdl and then added it as a model with ADE, not a .bgl. I'm not sure how to export it as a .bgl file and I'm not sure if that would make it any better unless I've done all of this the hard way around.
 

arno

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I think what Tom means is that the compile parameters you are showing are for ground polygons, so they do not affect a 3D model placed as MDL.
 
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unitedkingdom
I see. Well, I did follow the steps from this youtube video here:

What he does differently when exporting is that he converts it to a .bgl and does some xml tweaking as well.
 

tgibson

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Yes, and what he does differently is what you need to do too, to make it work. Export as an mdl file, place into a library BGL, and place them using a program like ADE.
 
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unitedkingdom
Screenshot_8.png

Unfortunately, still no luck. I have converted it to a .bgl and there doesn't seem to be any emitting light except for the model.
 

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unitedkingdom
Update: I know why it won't emit any light.

Due to the GPs, for some reason, it won't allow the taxi light to emit any light.
When placed on the grass, it lights up perfectly. I'm not sure why the GP is even causing the problem.
 
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