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jkanold

Transparency problem (See pic)

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Hi all I seem to be having my fair share of dofficulties at the momnentThe attached image is a DTX3, created in psp7 using a maskWhy are the objects behine the transparent image, invisable as wellI'll be gratefull for the supportDave

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Thanks Jimthe DXT1 has resolved my problem, another lesson learn'tmany thanksDave

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I've had to go to DXT1 as well because of this, but I wonder what the textures actually allow you to look through -- I thought just the objects in the same BGL?Otherwise I'd design the world's first virtual flying x-ray specs!

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This is interesting. I think if you control the drawing order in a proper way, then it will also work with DXT3. It's about the z-buffeting and FS preventing bleed through (but with transparant textures that also means that you won't see anything).I have never seem that DXT1 is used different, so that might be interesting to have a look at.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

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thanks for the thoughts guyswhat have I invented!!!!!!!discoveredIs this phenomeon called "bleed Through" I hear alot about the these effects, in scenery designDave

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Two things. DXT3s are also tied to the aircraft texture slider. This dictates just how clear the image gets from a distance.The problem with DXT1s is that the alpha channel crops a pixel, eg. gerters in a tower have to be made wider than usual or they may disappear because of this pixel crop. You'll see what I mean.http://members.rogers.com/jkanold/jimlogo.gif

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Are you sure DXT3 is tied to the aircraft slider? I think that is caused by the MakeMDL "bug" that sets the type of any texture to TEXTURE_AIRCRAFT, where TEXTURE_BUILDING would be more appropiate for scenery of course.Tonight I'll have a look at the influence of DXT1 and DXT3 texture on the transparancy problems as I know them. I'll come back about this :).Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

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Hi Guys!Not long ago we have been talking about these problmes. Arno, surely You do remember my hose using DXT1 & DXT3 textures? So if YOu have trees and bushes made by simple polygon in FSDS, try using Use transparent textures and there is a chance it will work using DXT3 textures.Best regards,Goran BrumenFS Slovenija 2002 teamhttp://slovenia.avsim.net

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Yes, I remember your API. And after I had played a bit with the drawing order I didn't see anything strange anymore. Also no difference between DXT1 and DXT3. That's why I think it is interesting to have a look at it again, as it is now given as a solution to change the texture type.I think I'll try to make some sort of tutorial about this soon, as often these transparancy problems occur and I have the feeling that a lot of people are trying to fight the symptoms without understanding the source of the problem.Arno


Member Netherlands 2000 Scenery Team[link:home.wanadoo.nl/arno.gerretsen]Arno's FlightSim World - for hints, tips and other tricks...

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I've been experimenting quite a lot with this, and have seen the same effect as in that pic with my DXT3 alpha textures, but then again - only from certain distances or angles. Normally it works fine. I do not want to use DXT1 + alpha, as that seems to have a really nasty and ugly side effect: If the color representing the areas with alpha transparency is e.g. black, when not being close to the object in FS the transparency turns into solid black instead in the sim. So for me DXT3 + alpha is the only choice the way I see it now.

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The fact that you say it is only from a certain indicates that it has something to do with the drawing order. I'll do some research in the difference between DXT1 and DXT3 and transparancy problems.After that I'll put all it into some sort of text, because this problems comes back really often. I figured it out 3 years ago (apart from the DXT1/DXT3 of course which is new) when I was working on my first version of Schiphol and Fs2000 was just out.Arno


Member Netherlands 2000 Scenery Team[link:home.wanadoo.nl/arno.gerretsen]Arno's FlightSim World for scenery design hints, tips and other tricks...

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Great Arno!I am looking forawrd to Your tutorial allready. I just wanted that if it is possible to look that API again and especially look at the side wall from DXT3 texture. There is no side wall whereas the wall parallel to front wall is ther. Weird weird and I can't explain that. Anyway, You say You have played around with API and transparency problems were gone. What have You done? I am curious about it...Best regards,Goran BrumenFS Slovenija 2002 teamhttp://slovenia.avsim.net

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While you are testing, you might want to try some 555 and 888 bmps with alphas as well. These affect quality of the final transparent texture. Also check out what happens at a distance if you give the model, (say an antenna), a large submerged polygon under it.Jim KanoldFlight Ontariohttp://members.rogers.com/jkanold/jimlogo.gif

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I changed the drawing order of it, so that the inside wall is always drawn before the outside one. Then all the problems seem to be gone. I don't remember completely (I should check the older thread), but didn't I post the new API there somewhere?Arno


Member Netherlands 2000 Scenery Team[link:home.wanadoo.nl/arno.gerretsen]Arno's FlightSim World for scenery design hints, tips and other tricks...

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