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