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trees what do I do wrong?

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Hi all,

I built a scenery using EOD to make my future house (Inchala! Ojala!) and wanted to adapt the scenery as much as possible to the real world, meaning I have to seed the scenery area with mediterranean shrubs,olives and pines. I used the existing possibilities but the outcome is not really 'natural'. I used Arno's textures, but they only work well if you do not downsize the autogen trees. Therefore I decided to make my own lifelike trees. Unfortunately the result looks like this once I converted the files to DTX1 adding a white alpha channel:

What do I do wrong?

Roby
 
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The z-test is set incorrectly. What you are seeing is the filtering causing your alpha to not be 1-bit on the edges.
So when you Z-Write this alpha, the areas that are not purely white or black (because of the bilinear or trilinear or anisotropic filtering) Z-write through everything all the way back to the sky behind all of the scenery.
You can fix this by setting the shader to Z-write alpha and then Z-test the alpha at a value of GREATER than 128.00. That's a good generic setting for 1-bit alphas.
If you want to pull the alpha in closer to the trees, you can raise the Z-Test value. Lowering the Z-Test value will make the alpha pull away from the tree (make the tree bigger).
 
That Z-test story is for FSX only :), so not really valid for FS2004.

But it seems you solved the problem now?
 
Hi Arno,

Yes I did and I didn't. I had used DTX3 instead of dtx1 and by using the white color for the alpha channel I managed to get rid of both white and/or black branes or whatever you call it. But only if you are very close to the tree. Allow me to include one more screenshot to show you what I mean:View attachment 3711
How can you change that?
Roby
 
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