• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Fence Transparency

Messages
16
Country
indonesia
Hi guys,


I've read few thread about this issue, but none can solved my problem.

This is how it looks
errorqz.jpg


The fence didn't have transparency for aircraft and other object that was using transparency. What did I do wrong?

I'm using alpha and saved as dxt5 for the texture, using FSX material. Material config that I used I click default transparent, checked z-test alpha, set alpha test around 100, Alpha test mode using GreaterEqual, Z-write Alpha, No shadow and double sided. Not sure what was that's all about, I just following this thread http://www.fsdeveloper.com/forum/showthread.php?t=16790

Anyone knows whats wrong with it?


-Nanda
 
Can´t solve your question as you stated it.
Just an alternate point of view to implement it:
The transparent parts are defined as planes that then have been converted to editable polys.
Then you define a DS_<material> doublesided material. This material gives you double sided polygon texturing.

Just do the normal polygon assignments.

The "DS_" is a non documented indicator for doublesided polygons, otherwise it will not work. It is that well known that I did not desire at all to meantion it it in this thread.
 
@UtahJazzFan --- those look like the settings he has tried.

I'd suggest Ztest slightly higher slider settings (eg 128 or maybe a little higher)

Failing that you could try "Greater" as the Z-test property.

I think you'll find DS_ does not work in FSX.

Another thing to try is remove the DS material property, and clone the plane and flip the normals.
 
Ok, one of the nice ideas was that "You" respond."You" is just a´computer´, So i WILL eleminate your nice responds.
Keep an eye on your site.....
 
(Staying on topic, and ignoring unhelpful veiled threats: )

You may also consider using Colourkey DXT1 alpha .. unless you need semitransparent areas on the fence.

Semitrans can be a little problematic in FSX SP2
 
Ok, one of the nice ideas was that "You" respond."You" is just a´computer´, So i WILL eleminate your nice responds.
Keep an eye on your site.....

What is that means? Did you mean I don't respond to my thread?


Anyway, thanks for the advise. I'll give it a try and let you guys know if it works.


-Nanda
 
Last edited:
Still no luck with that, hcornea

52384132.jpg


Notice that the fence transparency doesn't looks right. This also occurred if I want to see my aircraft through the fence transparency. It was kind of david copperfield fence :wizard:

So, here's what I did:
- I created new box shape polygon and converted it to editable polygon
- I collapsed some vertex to have 2 side polygon
- Then I added FSX material to the polygon and apply it to the polygon
- Adjust the uvw mapping for both side
- Then set default transparent in material option, checked Z-test Alpha, move the slider above 128 (about 135), Alpha test mode greater, checked z-write alpha, and no shadow
- Use dxt1 texture with alpha

Is there something wrong with that steps?

I hope you can understand what I'm trying to say with my bad english.



-Nanda
 
Steps sound fine.

Being unfamiliar with the scenery it is a little hard to know what I am looking at.

I am curious though ... the railing on the top of the building cuts through --

a) Is this the same material? (ie same settings)

b) Is the material behind it also Z-write enabled.

If any of the materials in "line of sight" don't write into the Z-buffer, they will "fail" a Z-test and not be displayed.

(Forgot to confirm which tools you are using: Gmax or 3DsMax)
 
Hi hcornea,

Thank you for your prompt reply. I'm using Gmax, sorry I didn't mention it.
a> No it wasn't. I wasn't using FSX material for the top railing and didn't set transparency setting. I want to fix railing that I marked with arrow first.
b> No, I use standard material for building behind that railing.

Do I need to use z-write too for the building behind?


-Nanda
 
All transparent objects should have a Z-test applied to them. Because of the way the Gmax exporter works, the tests are not always applied correctly.

No Z-testing is required (possible) if the material uses opaque framebuffer settings.
 
Back
Top