tgibson
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In GMAX all textures that are not reflective can be transparent. Opaque textures just have white alpha channels.Hi Tom,
There is nothing I can do about that. To set the correct material attributes MCX has to be able to find the texture, so that it can check if there is an alpha channel or not. Without having a texture MCX can not automatically set the right properties for a transparent texture.
That is what I’ve always seen used for reflection in FSX aircraft. Certainly if that setting is true it means the texture is reflective, and so should have a specular texture added when converted to FS9, I would think.Does the FSX model have any material settings that indicate there is a reflection and no transparency that I am missing on import? At this moment I don't see a way to manually detect this, as it seems there is no specular texture set for FSX. Or is the blend environment by inverse diffuse alpha setting set on the material maybe?
The alpha in this case definitely comes from the LightMap texture, the diffuse alpha has a completely different pattern. In FS9 the diffuse texture alpha is used for transparency or reflection. The LightMap alpha determines what controls the UserControlled aspect of the lighting. White alpha = controlled by the landing light switch. Black alpha = controlled by the panel lights switch. Of course if you turn on the lights using the L key both will turn on. The ice light on the 440 (on the nacelle) and the DC-6 (on the upper fuselage) is controlled by the landing lights switch, as is the landing light splash on the wing underside in the DC-6. All have a white alpha in those areas. The cabin windows are controlled by the panel lights switch, and thus have a black alpha in that area. It is that area around the cabin windows that turns transparent at night without a Specular Texture.Is that controlled by the lightmap? Or is this the same symthom as you described in 1. above? E.g. does the alpha come from the diffuse texture?
But the fix for transparent metal and transparent cabin window areas is the same, a specular texture, even if the pattern of transparency is very different.
See above, I would use the FSX environment setting.But how should MCX know it is supposed to be reflective? There needs to be some material setting for that then.
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