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MSFS20 Transparent texture issue

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us-florida
When I batch convert an aircraft model from FSX to glTF that has transparent windows and *_bump.dds texture along with the main texture, the windows turn opaque and reflections in MSFS don't look right. Using the material editor I tried changing the alpha mode on the converted main texture (now a .png file) from opaque to blend but windows don't change. Do I need to do something with the *_bump.png texture also?

Stiletto2
 
Hi,

The bump texture should not have an influence on this. I would have to check why the glTF export does not set the alpha mode correctly when exporting from FSX models.
 
I just noticed that the original FSX model had two specular textures that don't show up in the Material Editor after being converted to glTF. I am wondering what happens to the specular textures which were converted to .png files but don't even seem to be loaded when I display the .gltf model in MCX.

Stiletto2
 
Specular textures are not exported to the glTF format. You would manually have to convert them to the metallic/roughtness/AO texture. I am not sure if there is an easy way to turn specular into metallic or roughness.
 
Specular textures are not exported to the glTF format. You would manually have to convert them to the metallic/roughtness/AO texture. I am not sure if there is an easy way to turn specular into metallic or roughness.
OK, so getting back to window transparency .....I still have opaque windows after converting model from FSX to glTF even after setting alpha to blend in the glTF.
Is there no solution?

Stiletto2
 
I just noticed that the original FSX model had two specular textures that don't show up in the Material Editor after being converted to glTF. I am wondering what happens to the specular textures which were converted to .png files but don't even seem to be loaded when I display the .gltf model in MCX.

Stiletto2

You can definitely try using the specular as the metallic within the Comp texture.
 
OK, so getting back to window transparency .....I still have opaque windows after converting model from FSX to glTF even after setting alpha to blend in the glTF.
Is there no solution?

Stiletto2

Does the transparency of the windows come from the texture alpha channel or are they maybe using the diffuse color alpha value for the transparency?
 
Perhaps the cockpit glass has inward facing normals, the SDK informs that a specific material must be used for this:

Aircraft Cockpit
  • There is a specific material for the windshield glass interior (which is included in the SDK as part of the 3DS Max integration) and this is what should be applied to an interior windshield glass object with inward facing normals. See the section on Windshield Materials, below for more information.
 
Does the transparency of the windows come from the texture alpha channel or are they maybe using the diffuse color alpha value for the transparency?

Hi Arno,

It seems that there are two different sets of materials for the texture sheet when it comes to windows. The albedo color carries 4 numbers for each of the two materials. I am guessing the 4th number is an alpha setting but not sure. It should be noted that I am pretty sure that this aircraft model is a converted FSX SimObject since it had full animation set up like a SimObject aircraft.

The first window material has Albedo color of 196,122,121,117 and the other window material has an Albedo color of 117, 59, 111, 106. As far as I can tell, that is the only difference between the long list of properties for each of the two material sets.

I will also try Rick's advice to see if it helps (thanks, Rick).

Stiletto2
 
Last edited:
The First number represents the alpha... Arno should confirm this.
 
First number is the alpha indeed. I'll have to double check if that alpha value is exported to glTF correctly.
 
I just checked the code and the alpha value of the color is written to the glTF file. But it might be some extra setting or attribute is needed for MSFS to actually use it correctly.
 
Thanks! Let me know if you find what that setting or attribute might be. So far everything I have tried has failed.

Stiletto2
 
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