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FSXA Reflection slot?

Opacity = the inverse of Transparency...

Not the diffuse per se, but of the entire FSX Material.

Not having looked into Arno's program, I honestly don't know what he calls it, or indeed if it even was included as one of the settable parameters... ;)
 
Opacity = the inverse of Transparency...

Not the diffuse per se, but of the entire FSX Material.

Not having looked into Arno's program, I honestly don't know what he calls it, or indeed if it even was included as one of the settable parameters... ;)

well... its not that why I was asking about it throughly.... ok sorry about that I asked that half a sleep so I wasn't fully glasping what you were saying... I understand now though... so it has to be opaque hmm... like a thickness so to speak?
 
Opacity is the opposite of transparency. If something is 80% opaque, it is 20% transparent. If the opacity is 73%, the transparency is 27%.

Hope this helps,
 
Doug, if you are still missing some of the parameters, can you give me a list of the ones you miss? I thought I had all options from the material editor in GMax covered but a mistake can always slip in of course :).
 
Doug, if you are still missing some of the parameters, can you give me a list of the ones you miss? I thought I had all options from the material editor in GMax covered but a mistake can always slip in of course :).

Actually Arno... the only one that I have noticed that is missing (after looking back on it fully now)... isn't really a part of GMax its the Blinn parameter which appears to be a 3ds function... which is the opacity of a window texture... the SDK mentions it in reference to the Glass texture (which I have located). Is there a replacement of such within GMax? Maybe that whats MCX needs.

Just to clarify... yes its 3ds Max that the SDK is referencing under the title of "New Aircraft Procedures" glass subtitle.
 
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Here's the pertinent x file written from MCX of the DC3 glass:

Code:
  FS10Material {
    0.152941; 0.294118; 0.278431; [COLOR="Red"]0.460000[/COLOR];;
    0.949020; 0.949020; 0.949020;;
    204.000000;
    0.000000; 1.000000;
    1.000000;
    0;
    1;
    0;
    0; 1; 1;
    0; 0; 0.000;
    204.000000;
    "SrcAlpha"; "InvSrcAlpha";
    BlendDiffuseByBaseAlpha  {
      1;
    }
    BlendDiffuseByInverseSpecularMapAlpha  {
      0;
    }
    AllowBloom  {
      1;
    }
    SpecularBloomFloor  {
      1.000000;
    }
    EmissiveData  {
      "AdditiveNightOnly";
    }
    AlphaData  {
      0;
      1.000000;
      "Never";
      0;
      1.000000;
    }
    EnhancedParameters  {
      0;
      0;
      0;
      0;
      0;
      0;
    }
    BaseMaterialSkin {
      0;
    }
    DoubleSidedMaterial {
      0;
    }
    BlendConstantSetting {
      0;
    }
    ForceTextureAddressWrapSetting {
      0;
    }
    ForceTextureAddressClampSetting {
      0;
    }
    BaseMaterialSpecular {
      1;
    }
    NoSpecularBloom {
      1;
    }
    EmissiveBloom {
      0;
    }
    AmbientLightScale  {
      1.000000;
    }
    DiffuseTextureFileName  {
     "DOUGLAS_DC3_1_T.DDS";
    }
     ReflectionTextureFileName  {
      "GLOBALENV_AC_CHROME.BMP";
     }
     BumpTextureFileName  {
      "DOUGLAS_DC3_1_T_BUMP.DDS";
     }
     SpecularTextureFileName  {
      "DOUGLAS_DC3_1_T_SPEC.DDS";
     }
     FresnelTextureFileName  {
      "FRESNEL_RAMP.DDS";
     }
  }

The red highlight clearly shows the 46% opacity is correctly written by MCX. And this is from the GMax Blinn opacity setting. The Gmax DC3 glass material is identical to the 3dsMax setting.

In MCX' material editor, the Diffuse color is 117, 38, 75, 70.
( 117 / 256 ) = 46 ( rounded off ). That's the opacity.

Does this help?

Dick
 
The red highlight clearly shows the 46% opacity is correctly written by MCX. And this is from the GMax Blinn opacity setting. The Gmax DC3 glass material is identical to the 3dsMax setting.

In MCX' material editor, the Diffuse color is 117, 38, 75, 70.
( 117 / 256 ) = 46 ( rounded off ). That's the opacity.

Does this help?

Dick

Thanks Dick at least the numbers are coming across correctly then. Forgive me about this questions though... where is the 117 coming from or is that the beiginning number of the Diffuse color (transparency)? Next, where are you getting the 256 from? Also.. I was just brainstorming about doing the same with the DC-3 glass in MCX to look at it,... but you beat me to it :) Does the Opacity appear with in the material editor or is that just with in the .x file?

If it is not represented within the material editor of MCX then I guess Arno can add it then, correct?
 
The diffuse color in MCX material editor has 4 numbers.The first in this case is the opacity. Color numbers are often represented as 0-255 ( 256 integers ).

Max and Gmax represent this number as a percentage ( 46% ). So (0.46 * 256) is rounded to 117. Arno doesn't need to add that, it's already in MCX, although in a format you didn't recognize. Just remember that in the MCX Diffuse color numbers, the first number is the opacity, represented by a number from 0-255.

As I recall from the SDK, the opacity should be less than 50% for glass... so in MCX that first number should be less than 128... the lower, the clearer the glass.

Dick
 
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Thanks again, Dick!

Arno, pointed out recently that the first number was the transparency (and now I'm told its also the opacity), which I didn't realize the similarities... so that helps alot! I will now leave this alone now... and try the new found knowledge!
 
When I work on the user interface of the material editor, I will try to make entering the colours a bit easier as well. Now you have to "know" that you can enter a fourth element to get a transparent colour.
 
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