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FSXA DXT5 Windows 100% transparent

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Using the common settings found here at FSDeveloper for Z-Test Alpha and Alpha Test Level, my windows are now totally transparent. Looking at the solutions involved in correcting this seems to suggest cloning the window polygons and turning the normals. My problem is that my windows are not separate polygons but are only part of a larger polygon. I want to keep the model as a low poly one, so is there a way to achieve semi-transparent windows without making them separate polygons? If not, I may as well change my texture to DXT1.

Mike Mann
 
Well I decided to clone the polygons and flip the normals, but other than increasing my polygon count, I accomplished nothing! I also played around with the Alpha Test Level value, I can choose between having the inner parts of the object display properly or having the transparency display properly but not both. Anyone have any ideas on this?

Regards, Mike Mann
 
Hi,

I would expect the alpha test value needs changing indeed.

Is your polygon double sided now? It might indeed help to have it single sided and then clone. You might even have to give the inside a different material. At the cost of a drawcall ofcourse.
 
The polygons are single-sided and the clone already has a different material.

I have been following the directions given in another post which are as follows:

Material properties for the inside:

Framebuffer blend set to Default Alpha.

Emissive mode: Blend.

Z-Test Alpha checked. Test level 128.

Alpha test mode: Greater.

Z-Write Alpha...unchecked.

For the outside:

Same as the previous parameters, but with Z-Write Alpha checked.
 
Well I decided I would go back to DXT1 and gain back my low poly model; I wasn't getting any partial transparency anyways!

I find it frustrating to model for FSX.

First I had to switch from Maya to 3ds Max; then I had to learn to restrain myself and make simple models.

Worst of all is that when a model renders to your liking in 3ds Max; the render in FSX is very likely not acceptable!

Regards, Mike Mann
 
It will render properly in FSX only if you stick to the basic "recipies" for FSX Materials from the FSX SDK...

...which I'm sure you've read, right? :D
 
It will render properly in FSX only if you stick to the basic "recipies" for FSX Materials from the FSX SDK...

...which I'm sure you've read, right? :D

Well the SDK states:
"It is also possible to change the Material settings in 3ds max to define the Diffuse texture Alpha channel as an Opacity map. This setting is best used if the Alpha channel is a 1 bit grayscale image (pure Black and pure White only). Results using levels of grey (levels of Opacity) in the Opacity map are not always the best."

So that isn't much of a recipe for solving my current problem!

Mike Mann
 
You need to set up the FSX Material using the "glass recipe" found in the Environment Kit/Modeling/New Aircraft Procedures section of the SDK...

...and yes, I know you're doing scenery, but the FSX Material recipies are the same for both aircraft and scenery... :D

You will need to save your texture as DDS/DXT5 so that you can take advantage of the 4bit Alpha channel (shades of gray).

Glass
Glass is used for windows and light lenses.

Under Blinn Basic Parameters, set Opacity to a value less than 50%. For the DC3 sample a value of 46% is used. The lower the opacity, the more transparent the glass.

Assign the diffuse image by checking the Diffuse Color box and selecting an appropriate diffuse color map.

Assign the specular image by checking the Specular Color box and selecting an appropriate specular map or assign the bump image by checking the Bump box and selecting an appropriate normal map.

Assign the reflection image by checking the Reflection box and selecting an appropriate normal map. Note that the sample DC3 uses the file GlobalEnv_AC_Chrome.dds file.

Under Fresnel Ramp assign Fresnel bitmap by clicking on map browser button and selecting an appropriate Fresnel map. Check the Reflection option box and the Specular option box.

Under Special Functionality, check the Blend environment by inverse of diffuse alpha box and the Use global environment map as reflection box, move the slider for Reflection Scale to 30, and move the slider for Specular Map Power Scale to 202.

Under Bloom, check the Allow bloom box, move the slider for Specular Bloom Floor to 0.9, move the slider for ambient light scale to 1.0.

Under Framebuffer Blend, click on Set Default Transparent. Source Blend and Destination Blend are set to SrcAlph and InvSrcAlpha, respectively.
 
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