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User Error or Possible Bug?

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unitedstates
Hi Arno,

As per our conversation the other day I'm still having troubles with one part of a model turning completely transparent if I use "default transparent" on it.

Model is exported for FSX.

What I did was import the model, select the texture for the glass at the top of the building and switched on "default transparent" for that part/object.

Converted all textures to DDS DXT5 and then took the texture into imagetool and converted to 24 bit TGA, added a 128,128,128 gray alpha channel (want 50% transparency), then saved the file back to DDS DXT5 with the alpha channel.

In FSX the part of the model turns completely transparent. I'm wondering if I'm just making a newbie error or if I have found a possible bug.

Any pointers in the right direction would help :-) Having lots of fun with this...

Next stage is to learn how to apply reflection onto windows :)

Cheers,
Dean.
 
Hi Dean,

I would have to try this. It might be the default material settings are not "the best" for all conditions.
 
Ah, that would be very useful. I was planning to make a small test model myself.
 
Sorry I didn't get it uploaded yesterday, crashed out because I had to get up at 4am to get my belongings that had just arrived from Guam...

I've attached the SKP file here... The area in question is the greenish/turquoise/cyan part at the top of the building...

If you need I can re-do the previous steps i've done but i figured this is a good a start as any... ;-)
 

Attachments

Thanks, I'll take a look.
 
Hi Dean,

I finally had a look at this. I had a little issue finding the polygons, since ModelConverterX also did not show them. After I reduced the "Alpha Test Level" setting in the material editor I did see the polygon. The same should work in FSX as well, the default value is too high for this kind of materials.

Maybe I should just disable the Z-test alpha by default. I will try to find out why I turned it on by default before :).
 
Hi Dean,

I have updated the tool now, it will select a alpha test level depending on the alpha value in the texture now. So from tomorrow this kind of textures should work automatically again.
 
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