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FSXA Setting Final Alpha Value...

Pyscen

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Arno came across a "bug" so to speak...

In the Recipe that Bill wrote for the glass:

Two of the permaters are not saving into the model on resaving:

The permeters was the "Set final Alpha value at render time" to true... it reverts back to false when reloading/importing the model. Also the Diffuse colors are subtracting by one again; the numbers used was "117, 192, 192, 192". The saved diffuse color was 117, 191, 191, 191. Just so your aware.

The Diffuse color thing just a bother nothing major.
 
Hi Doug,

I will take a look at this.
 
Hi Doug,

I will take a look at this.

Thank Arno,...

one thing I do want to point out concerning the "set final alpha value at render time" not saving/exporting to true. I noticed if I used Bill's settings per his "recipe":

x: Set final alpha value at render time
Final Alpha Multiply: 255.0

I'm not sure, but using the integer of 255 is maybe what its not liking. Now... looking at MCX, the remarks you make about the Final Alpha Multiply, "A value of 0 is pure transparent. A value of 255 is pure opaque."

It doesn't sound right...to me :confused: At least to what I'm trying to do, if you understand what I mean.

Also concerning the diffuse color not accepting the 117, 192, 192, 192, and changing to what I meantioned above... its accepting when I place 193 across and not subtracting. Maybe because of the transparency integer its doing that?

Just a thought.
 
Hi,

The alpha value should not have an influence on the other channel values. I will check where the rounding error is.
 
Hi,

The alpha value should not have an influence on the other channel values. I will check where the rounding error is.

Hello Arno...

Anything on the permeter of the "Set final Alpha value at render time" to true... it reverts back to false when reloading/importing the model yet?

That when the value of Final Alpha Multiply is set at 255 that when it reverts back to false on the Set final Alpha value at render time. Just following the "recipe" given.
 
Hi Doug,

I have just fixed the rounding error for the colours.

About the final alpha value, I noticed that the expect range is 0.0 to 1.0 in ModelConverterX (and in the MDL). So I have updated the help text to reflect this. So the range is not 0 to 255, but 0.0 to 1.0. If you get over 1.0 it will not be imported correctly afterwards.
 
Hi Doug,

I have just fixed the rounding error for the colours.

About the final alpha value, I noticed that the expect range is 0.0 to 1.0 in ModelConverterX (and in the MDL). So I have updated the help text to reflect this. So the range is not 0 to 255, but 0.0 to 1.0. If you get over 1.0 it will not be imported correctly afterwards.

Ok... not a problem,... if that is the way it was meant to be... I will work with it! :) Recipes were made to be changed according to taste, right? :)
 
I will see if in a future version I can change the display in the material editor to the range of 0 - 255 again (to match better with GMax and other tools), but I do not want to change the underlying implementation to that range as well. So that's why I now changed the help text :).
 
I will see if in a future version I can change the display in the material editor to the range of 0 - 255 again (to match better with GMax and other tools), but I do not want to change the underlying implementation to that range as well. So that's why I now changed the help text :).

Arno, oddly enough the silly FSX Material slider seems to change from 0-255 range to 0.0-1.0 range depending on the phase of the moon or something...

By default, the slider is set to 255, but if you move the slider it (sometimes) changes to the 0.0-1.0 range. :rolleyes:
 
Hi,

I understand why they did it. To most people a range from 0 to 255 makes more sense, since it matches the values of normal colours. However in the MDL format it is stored as a float from 0.0 to 1.0 (the same applies to the colour channels btw), that is easier to work with for the computer.
 
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