Sign in to follow this  
Guest

Non-transparent transparent textures

Recommended Posts

Hi all, I've included a pic to show what my problem is. Ive put down a ground polygon in FSSC over the default terrain. Then I've created an API in EOD that contains amongst other things 4 flat rectangular 'bases'. One is a stadium containing a running track and a soccer field and the others are all soccer fields using sub-elements of the stadium texture which is a 16 bit 444-4 with blank alpha. I've placed this API onto the poly in FSSC.All is fine after I experimented a bit with altitude.I've then created some tree APIs in EOD also using 444-4 bmps but this time I've placed the tree images in a full black ground which I've made transparent with full black alpha channels. The trees are rotatable to face the pilot and I've dropped them in in FSSC over the polygon around the API objects.Problem is then from some combinations of angle and distance (not all by any means) where the tree APIs visually overlap the ground base shapes (and some parts are worse than others for some reason) the transparent bits of the tree APIs are partially losing their transparency.Any ideas? I've experimented a bit with the options in EOD (like shading and priority) but to no avail. Am I expecting too much from the (albeit limited) tools I'm using?http://forums.avsim.com/user_files/12647.jpg

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

I'm thinking that the solution is in the textures, not the model. Try using a different format (DXT1/3) and see if that changes anything.- Martin

Share this post


Link to post
Share on other sites

I agree with Martin. Some months ago there was a post here with the same problem only that the guy used DXT3 textures (and again it used it on trees). Try searching posts here and You will find a solution.Best regards,Goran BrumenFS Slovenija 2002 teamhttp://slovenia.avsim.net

Share this post


Link to post
Share on other sites

I agree with the above suggestions. I think using a DXT1 texture should solve the problems.

Share this post


Link to post
Share on other sites

Gentlemen, thanks for your kind and, as usual, invaluable advice.I just experimented - Matt Bruckner says EOD cannot read 16 bit 555-1 bmps (if I read the help file correctly) but I tried this format on one tree in the middle of a 'problem' area and the problem seems to have gone away.Thanks again Roger

Share this post


Link to post
Share on other sites

Many of the earlier scenery design programs cannot show/process the later format files but that doesn't mean you can't use them in the flight simulator. You may have to design using one format, then convert it or use the same filename with a different format in the simulator.

Share this post


Link to post
Share on other sites

Excellent advice and well worth remembering :-) I guess the other thing in what you're saying is I'll have to invest in some proper software if I'm gonna keep doing this scenery design thing!;-) Roger

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this