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Thanks, that's what I thought as well. The initial issue Martin reported was because MCX did not use the source blend attribute correctly. I think when the FSX MDL specifies the alpha channel is not used for transparency, it would be best to have a reflection map in the FS2004 model. That is closest to how it looks in FSX then. But like you say if the alpha channel is not white (for this aircraft it was black), it would still give a weird looking model.AFAIK, in FS9 the alpha channel will be used for transparency or reflection, there is no OFF setting. Thus all opaque textures must have a white (or no) alpha channel.
Good to know what from GMax there is the same limitation, then I think it is a MakeMDL limitation. I can make sure that MCX gives a clear error/warning message in that case. Or I could simply replace the space by an underscore (for the FSX exporter I do the same with a brackets and & characters as XtoMDL does not like these.When compiling FS9 aircraft from GMAX you cannot have a space in the file name, nor can the file name begin with a number. Most punctuation are also not allowed, except the underline and the dash. Ditto for characters used in languages other than English.
AFAIK, in FS9 the alpha channel will be used for transparency or reflection, there is no OFF setting. Thus all opaque textures must have a white (or no) alpha channel.
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MCX does have a material converter function as well, that can for example translate a P3D PBR map to a MSFS PBR map. This material converter can manipulate textures. But the normal object exporters do not use these material converters, that is something that the user has to do from the material editor manually. Maybe it would help to add a FSX to FS2004 option in the material converter as well.If there is a clear rule when this would need to happen - could that conversion to a white alpha channel be automated by MCX?
This seems to be quick a special plane setup. You have the fusagelage drawn normally for the entire plane and then for the windows there is an extra polygon (red one below) that is drawn on top. This one uses the alpha channel where the fusuage part is fully transparent and the windows are semi transparent. Not sure what you see through the windows in that case, since there is the other polygon below.Martin,
Arno is already using several tests whether the material should be transparent or reflective. One test for reflections is the presence of an FSX environment alpha channel set (using the diffuse or specular alpha), for example. I’m not sure he can test for all situations though, like this one. I’m not even sure what the black alpha channel is doing there?
I think this may end up like some night lighting situations,- the textures will need to be edited or reworked for use in FS9.