Yes, this is true! All the non-opaque stuff that was inside the cockpit disappeared if I checked the Z-write alpha...Bill L.:
I've tried your glass settings with the exact same values and bitmaps and the default fresnel ramp.
The windows simply look as if they're not filled with glass and don't reflect light (at certain angles) at all.
Do your settings find applications on anything else than canopies(!)?
Much better results without "Z-Test" and "Z-Write Alpha" and "Set Final Alpha Value..." and "Blend diffuse by diffuse alpha"
Odd, that! I had to use the Z-write alpha to prevent glass gauges in the VC from "cutting through" the exterior glass...Yes, this is true! All the non-opaque stuff that was inside the cockpit disappeared if I checked the Z-write alpha...
True that! I have a material library .max file, and one of the entries is "BillGlass"To make my life simpler, I have both .max and .gmax source files with one piece of "glass" and the FSX Material pre-set and ready to use.
Whenever I'm ready to do my "glass" all I need to do is Merge the requisite source file into my current project, assign the FSX Material to my project's glass, then delete the merged polygon from the stock file.
All I need to do at this point is change the texture names as desired for my needs. The rest of the FSX Material can remain as is...