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FS2004 Fence Transparency Issue

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unitedstates
This may be a redundant question....

I have searched the threads and it seems there is a known set of issues in Fs9... I have fixed most of them by converting to DXT1... I also notice that nightime and dusk textures screen objects behind them with the adjacent edge of the alpha surrounding its mask. (ie, one seeming pixel perimeter around the object NOT masked)... I see that the fences in the fly tampa and other payware scenery is subject to this same issue, so I am not chasing that, as it seems its a graphics engine / direct-x deal....

BUT.... I see that transparent tree textures show properly and my fence textures do not... I have a floor in a open-able hangar, that shows bright on the edges of the fence links showing, but does not in the edges of the trees... both seem to be DXT1's and so I 'must' be missing something...

I tried the no shadow suggestion I saw in a previous thread, also I wonder if some of the things folks are doing for FsX objects work in Fs9? (ie things checked in gmax to deal with alpha assignments)

I have 2 images here that show what the fences show as far as the floor inside the hangar, and that the trees do not do this, even on the edges of the tree, which my alphas all have the edge bleed-through... Whats in the tree objects or textures that are not in the fence objects/textures...?
 

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Hi,

Where is the reference point of the fence? This could well be a drawing order issue. It is the location of the reference points that determines in which order objects are drawn.
 
good point... in the image shown, i believe the ref point of the building is infront of the camera, and the ref point for the fence is well behind it...

thanks for the suggestion... lemme play with a couple fence objects with both ref points infront of the camera and see what it does...
 
Perfect!

It worked.... It seems that the fence creation will be more tedious, but provides the viewing results needed to eliminate the anomalies... i have to make each section in gmax, assign them to their own *.mdl, then call them individually to assign a more accurate ref point for each section... it only means I make 8 of them, and fiddle with their position to align them when the angle changes instead of making the whole fence run in gmax and assigning all the fences to one ref point, centered in the airport scene...

who said scenery design wasn't tedious! :)

Thanks again Arno! ( I seem to be saying that alot! :D )
 
Hi,

Yes, adding transparency makes things more complex indeed.
 
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