I must say that for both transparancy and night lighting I use the textures. Almost never I use the material properties in GMax. I find it easier to just use an alpha channel and have a different version of the texture for the night.
I think it is logical if you make your object transparant, that it will also emit less light during the night.
Yes, of course it is logical, that a transparent material emits less light at night, but I thought of maybe having the possibility to give an object two materials - one for day and one for night, like the textures ... so I have to mess with textures ...
Please correct me if I'm wrong: For transparency I have to use DXT1 with alpha, because in DXT3 the alpha is used for reflection grade, right? That's what I know about it from aircraft painting ...
Ok, ok ... some days of work on my lights brought up another problem:
I built a lamp in GMAX and also created the texture file (bmp 24 bit). I assigned the texture file to the parts of the lamp and exported it. I put the MDL-File in the UserMDL folder of SGX and changed the bmp to extended bmp with DXTBMP to a DXT3 with a proper alpha. That DXT3 I put in the Texture folder of my addon Scenery where the files from SGX go at compilation.
Then I placed the lamp with SGX, compiled and run FS9. The lamp is there, but no textures
As far as I understand, the textures are not relevant to SGX, so I put them directly to the texture folder, where (I hope) FS9 would expect them ...
What went wrong?
Do I have to place the textures somewhere else for GMAX?
Sorry - can't reproduce the error , now I have rebuilt the lamp from scratch and now I have daytime textures, but no nighttime textures. The daytime textures are shown at night, too ... For the nighttime I just placed a bitmap with the same name as the daytime textures ("LampeGross.bmp") with the postfix "_lm" - "LampeGross_LM.bmp" in the texture folder ... do I have to ring some other bells somewhere to make it work?