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Exporting?

Transparency solved as well.
I just had to set transparency as default for the relevant textures in the MCX material editor.
Great.
 
Unfortunately the second model wasn't as successful as the first.

My silly mistake :o
 
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In fact it is OK. I had used "Minimise drawcalls" in the previous conversion.

 
Transparency solved as well.
I just had to set transparency as default for the relevant textures in the MCX material editor.
Great.

How did you do that?

This is what I see in the material editor



I clicked on "Set Default Transparent" but "Highlight in preview" doesn't highlight the glass, and in FSX, the glass is black :confused:



Is it supposed to modify the bmp? None of them were changed.
 
Hi,

The material editor will not modify texture files. So if there is no alpha channel in them, you won't get transparency (also not when you click set default transparent).
 
Hi,

Did you double check if there are not two materials with that texture? Sometimes that happens. The option to highlight in the preview should help to select the right one.

On the screenshot you posted before you did not yet press the "Set default transparent" button btw. I see material settings there that do not have transparency enabled.
 
Sorry, I cannot help it, but it works.
I opened my Blackhawk doors.bmp (which already included an alpha channel) with DXTBMP and changed the black to grey in the alpha channel. The doors still were opaque. I then went to the MCX material editor, selected the doors.bmp and set default to transparent.
And there you go: windows are transparent (semi because I used grey).
 
Hi,

Did you double check if there are not two materials with that texture? Sometimes that happens. The option to highlight in the preview should help to select the right one.

On the screenshot you posted before you did not yet press the "Set default transparent" button btw. I see material settings there that do not have transparency enabled.

I thought I had pressed "Set default transparent" button :confused:

Are the settings retained between sessions? I now have a problem with textures on another model and I haven't been into the texture editor.

In MCX



In FSX



Re-loading the model in MCX and running the texture editor, the nose is textured with two texture sheets. Both have an alpha channel.



 
Hi George,

When you save to FSX MDL, the material settings are kept. So next time you load the MDL the same settings are present. With FS2004 MDL you will loose some of the FSX specific settings of course.

That helicopter looks funny, could it be a missing texture when viewing in FS? Also does it help to press the "Set default transparent" button to get the windows transparent. At the time you made the screenshot it had not yet been pressed.
 
That helicopter looks funny, could it be a missing texture when viewing in FS?

No, the placement code is in the scenery folder associated with the texture folder used by MCX.

Also does it help to press the "Set default transparent" button to get the windows transparent. At the time you made the screenshot it had not yet been pressed.

I'll try that now.

BTW. The only FS9 model I use is that input to MCX, I save the file as an FSX model.
 
I reloaded the model and pressed "Set default transparent". The windows are now transparent, but there is still yellow missing from the nose.



These are the texture sheets:

 
I don't see anything weird from the texture.

Does it display correctly with the original SAMM MDL? That would help to figure out if it is a problem with the texture or the model.
 
This is a similar shot using the original SAMM model scaled and placed with the FS9 BglComp. It is in exactly the same scenery area as that produced by MCX so it is using the same textures. As you can see, the textures and transparency are fine. The position is obviously different, this shot is at the equator on the meridion.

 
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Hi,

FS2004 MDL files have no special settings for transparency indeed, they just use the alpha channel directly.

So it looks like it is something with the FSX MDL then (maybe in combination with the specific textures). It would be interesting to check if the two materials for the nose have similar settings or not.

If you want I can help a bit with testing.
 
Hi George,

Is it an FSX adapted Bell 412 model?
I have the same problem with this one regarding transparency.
I noticed that I cannot highlight the texture in the MCX material editor.
 
Hi George,

Is it an FSX adapted Bell 412 model?
I have the same problem with this one regarding transparency.
I noticed that I cannot highlight the texture in the MCX material editor.

Yes, it is the Hovercontrol 412 Roby. I don't have a problem highlighting both
tx_412_mainfuse.bmp and tx_412_mainfuse2.bmp in MCX.

I also don't have a problem with transparency in the converted model, the problem is two missing pieces of yellow texture.

Arno,

The SAMM model and textures can be downloaded from


I would be grateful if you could tell me when you have downloaded it since I have limited file space.

The model is "AI HC412PE_Offshore_PHI.mdl" and needs to be scaled by 0.00195, raised by 1.48 with no rotation.
 
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Well, it gets crazier all the time.
I have a transparency problem with that one that will not go away but no missing texture problem.
I will call it a (hectic) day as far as FS is concerned.
Tomorrow is another day (hopefully without drizzle) as they say.
I am going to watch TV for a change.
 
Hi George,

I got the file, will take a look now.
 
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