June 5, 200323 yr To all modellers out there:Transparency has been a wonderful help in adding to fine detail in model building. But it has some major problems. I think I have just solved one of them.I made a sort of figure 8 - shaped building for Heathrow - its one of the buildings in the BA maintenance area. When I flew over it, I was very disappointed by the way FU3 drew the roof - there was serious bleed through of hidden surfaces.Now, 745 years later, I think I have a solution.The Problem:If a MIP image is designated as transparent, then it will tend to bleed through. So runways using transparency, buildings with open doors etc, are generally not drawn correctly in FU3.Proposed solution:Isolate any textures requiring transparency into a separate MIP, (use sparingly). All textures not requiring transparency can still be combined onto another non-transparent MIP.Example:If I use a single MIP for the full width of a runway section, and designate the MIP as transparent, then the ground will bleed through at certain angles.If I use one MIP for the concrete centre and a second MIP designated transparent for the edges only, then I can have ragged edges on my runway without problems.RobD.
June 5, 200323 yr Onya, Rob!Of course, there's still the issue of adjacent texture bleeding (see-through planes etc) but we'll get to that!Thanks for the info, as usual ;)Jon Point*************************([email protected])*************************
June 5, 200323 yr Here's an example of what doesn't work. Robert has seen it already. I played with transparency and created an array of chipped and broken tiles. It looks OK in ModelView but it causes crazy flickering in FU III.Hans Petter http://forums.avsim.com/user_files/14493.jpg
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