P3D v4 Transparency

#1
When I export my texture from 3ds into .X and into MCX, it can't identify my Alpha Channel. While in 3ds it shows just fine, after exporting via MCX using GP Wizard I get white edges. I've tried setting the material properties in MCX to srcalpha or something and still it doesnt work. Seeking your help, guys!

Texture is a .DDS saved through nvidia dds plugin with DXT5 interpolated alpha + mip maps
 

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Pyscen

Resource contributor
#2
Hello...

What format or type of file is the texture in prior to converting It? And where are you converting It (MCX or elsewhere)?
 

Pyscen

Resource contributor
#4
I don't think so... before it's a dds what was It? It makes a big difference what it was prior and the very reason why you are not getting the desired effect in the end. So, what format is it in 3ds max ( ex. png, jpg, psd or tif)? If you have it as a jpg it will not have a alpha channel.

So what is it before getting converted to dds and where is it getting converted? If it is starting out as a dds, how do you know it has an alpha channel? Is it possible to share this texture here?
 
#5
I don't think so... before it's a dds what was It? It makes a big difference what it was prior and the very reason why you are not getting the desired effect in the end. So, what format is it in 3ds max ( ex. png, jpg, psd or tif)? If you have it as a jpg it will not have a alpha channel.

So what is it before getting converted to dds and where is it getting converted? If it is starting out as a dds, how do you know it has a alpha channel? Is it possible to share this texture here?
It’s DDS from the very beginning, same in 3ds max. It has an alpha channel because I’ve created it myself.
 

Pyscen

Resource contributor
#8
2 things come to mind... Does 3ds Max flip the textures vertically when converting to dds? The 2nd thing: After bringing it into MCX did you tell MCX that there is transparency? To do so,... you need to go into the Material Editor and select the texture in question... then "Set Default Transparent" (from the top selector - which will start out as "add Night Texture") and see if the viewer updates with the texture having transparency.
 
#9
2 things come to mind... Does 3ds Max flip the textures vertically when converting to dds? The 2nd thing: After bringing it into MCX did you tell MCX that there is transparency? To do so,... you need to go into the Material Editor and select the texture in question... then "Set Default Transparent" (from the top selector - which will start out as "add Night Texture") and see if the viewer updates with the texture having transparency.
Yep it flips it all just right. I’ll give it a go with the material editor.
 
#10
2 things come to mind... Does 3ds Max flip the textures vertically when converting to dds? The 2nd thing: After bringing it into MCX did you tell MCX that there is transparency? To do so,... you need to go into the Material Editor and select the texture in question... then "Set Default Transparent" (from the top selector - which will start out as "add Night Texture") and see if the viewer updates with the texture having transparency.
All good in MCX, but yet no alpha in sim.
 

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Pyscen

Resource contributor
#14
First... within the Alpha Channel in your picture... where the white is - it will be visible. The black defines where it will be transparent. It would be best for this texture, be saved in dds format DXT1 - 1 bit alpha ( black or white - no grayscale).

What FS is this for?
 
#15
First... within the Alpha Channel in your picture... where the white is - it will be visible. The black defines where it will be transparent. It would be best for this texture, be saved in dds format DXT1 - 1 bit alpha ( black or white - no grayscale).

What FS is this for?
P3D v4.4. Yeah i'm quite acquainted with alphas and DDS, been working for 3 years with those now :) kk i'll try DXT1 also
 
#16
First... within the Alpha Channel in your picture... where the white is - it will be visible. The black defines where it will be transparent. It would be best for this texture, be saved in dds format DXT1 - 1 bit alpha ( black or white - no grayscale).

What FS is this for?
DXT1. Now it's black. Interesting.
 

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#17
I`ve literally tried any format I can possibly convert to from DXT1 to DXT5 interpolated alpha but in vain, I`m just stuck with such a daft issue
 

Pyscen

Resource contributor
#18
Hello...

Sorry for the delay...

Looking at the image of your texture, the Alpha Channel isn't matching up to what needs to be visible. The colored lines (in the RGB) should have white underneath within the alpha channel and everywhere else that is.black should be transparent. Also, can you confirm that 3ds Max is flipping vertically when creating the dds file?

Since you said this was for P3D v4.4, are you using the v4.3 SDK for the groundpoly?
 
#19
Hello...

Sorry for the delay...

Looking at the image of your texture, the Alpha Channel isn't matching up to what needs to be visible. The colored lines (in the RGB) should have white underneath within the alpha channel and everywhere else that is.black should be transparent. Also, can you confirm that 3ds Max is flipping vertically when creating the dds file?

Since you said this was for P3D v4.4, are you using the v4.3 SDK for the groundpoly?
It doesn’t really make any difference whether it’s flipped or not, the texture will have same layout despite its orientation. White is just below the texture that needs to be visible, black covers everything that needs to be hidden. Yes I’m using latest SDK for this purposes, I’ve already exported some other lines and those worked perfectly for me, and this just refuses to do so.
 
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