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Volumetric grass, options missing

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46
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sweden
Hellu all!

Ive picked up volumetric grass and stumbled upon a tutorial. Now, the issue is that he has a different version of ModelConverterX with different windows and functions which I need.

You can watch the first 10 seconds of the following video and see my screenshots and you will know what I am talking about.
Any help with this would be awesome!

Screenshot of my version of ModelConverterX:
d01166e613124b0fadde9b881e6cfcab.png



Ty,

Drago
 
Hello,...

What specifically are you referencing to, that you can't find within MCX? What version of MCX are you using?
 
Does your material contain an alpha? You would have to copy the RGB image into the layer mask and export it as a dxt dds5. You have to set the material as default transparent. Have no shadow etc.
 
hmmmm, that's not how volumetric grass works. Textures need to have a dotted alpha (transparency). Then each layer needs to be x or y shifted slightly, and each layer separated in height as you show. But your textures seem to be solid ( no alpha).

David
 
Hellu guys, I've created an image with an alpha channel to it, but following the tutorial, when I come to step as to when to change the image in MCX to the alpha version of the same nothing happens. Any ideas?
 
What do you mean by "change the image"? How are you doing that? All you *have* to do is paste the correct version of the bitmap into the correct texture folder in FS.
 
Hello...

I believe he his referring to changing as in transparent... if the image already has an alpha you necessarily wouldn't have to click to change it... since it's already done....
 
Really, because to me, it looks like he is exchanging the image, as in replacing the image with another one using MCX. This assumption is based on the statement:
but following the tutorial, when I come to step as to when to change the image in MCX to the alpha version
If you review the video, which we of course do in order to provide informed advice, at 17:12 the narrator says, "here comes the fun, we're going to bring that model back into MCX...only now we can tamper with the textures...I already have a texture called...which is just basically a grass texture with an alpha mask applied to it...we can now change it out for that exact texture."
Ultimately, I believe it is probably most productive to allow Drago to answer questions asked of him and in that same vein, Drago, you are soliciting opinions about one individuals procedure and that is what you'll get, opinions. You might get clearer answers if you ask the author directly.
 
Drago, you may be missing a step. First load the sketchup model in MCX, save the textures (which must already contain an alpha) then export as a model (.mdl). Make sure that the .mdl and the saved (converted) texture are in the same folder. Now import the .mdl into MCX and try editing the texture alpha settings now, you should be able to see the changes (such as Alpha Test, etc...) as you make them.
 
What do you mean by "change the image"? How are you doing that? All you *have* to do is paste the correct version of the bitmap into the correct texture folder in FS.

If it's a bitmap wouldn't he lose his alpha? He should probably save as .png,.tiff, or even .psd directly if he uses Photoshop.
 
Hello all! Ive succeded in doing what I intended by asking the aruthor himself and ofc by taking into account that I needed to use the Beta version - not the stable one! Ofc, I had alpha texture ready, but had the "numbers" wrong in the material editor! Ether way thank you all so much for your help!
 
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