Hi Frits
There is a fix for the draw though problem. I read this over in the (freeflightdesign.com) fourm. You can read the whole thread here
http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1223381932
But basically you make your object like you already have then export it as an “X” file and edit the “X” file in note pad, adding the red code from this threads then drop the “X” file into the XToMDL.exe to manually compile your object this will make your MDL file, then install this and it should work. Here is the code by “anthony31” (Thanks anthony31 sure help me)
Material trans_antsfence_bmp_trans_AntsFence_bmp {
0.8; 0.8; 0.8; 1.0;;
0.0;
0.0; 0.0; 0.0;;
0.0; 0.0; 0.0;;
TextureFilename {
"trans_AntsFence.dds";
}
DiffuseTextureFilename {
"trans_AntsFence.dds";
}
FS10Material {
0.8; 0.8; 0.8; 1.0;;
0.0; 0.0; 0.0;;
0.0;
1.000000; 1.000000; // Detail and bump scales
0.190000; // Scale environment level factor
0; // Use global environment
0; // Do not blend env by inv diffuse alpha
0; // Do not blend env by specular map alpha
0; 1; 1; // Fresnel - diffuse = NO, Specular = YES, Env = YES
0; 0; 0.000000; // Precipitation - Use = NO, Offset = NO
64.000000; // Specular Map Power Scale
"SrcAlpha"; "InvSrcAlpha"; // Src/Dest blend
EmissiveData {
"Additive"; // Emissive Mode
}
DiffuseTextureFilename {
"trans_AntsFence.dds";
}
AlphaData {
1; // ZtestAlpha
0.0; // AlphaTestValue
"Greater"; // AlphaTestFunction
0; // FinalAlphaWrite
255.0; // FinalAlphaWriteValue
}
EnhancedParameters {
0; // Assume vertical normal
1; // Z-Write alpha
0; // No Z-Write
0; // Volume shadow
0; // No shadow
0; // Prelit vertices
}
SpecularBloomFloor {
0.000000;
}
} // FS10Material
}
Material trans_antsfence_bmp {
0.8; 0.8; 0.8; 1.0;;
0.0;
0.0; 0.0; 0.0;;
0.0; 0.0; 0.0;;
FS10Material {
0.8; 0.8; 0.8; 1.0;;
0.0; 0.0; 0.0;;
0.0;
1.000000; 1.000000; // Detail and bump scales
0.190000; // Scale environment level factor
0; // Use global environment
0; // Do not blend env by inv diffuse alpha
0; // Do not blend env by specular map alpha
0; 1; 1; // Fresnel - diffuse = NO, Specular = YES, Env = YES
0; 0; 0.000000; // Precipitation - Use = NO, Offset = NO
64.000000; // Specular Map Power Scale
"SrcAlpha"; "InvSrcAlpha"; // Src/Dest blend
EmissiveData {
"Additive"; // Emissive Mode
}
} // FS10Material
}
Farfy
