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FSXA FSX transparency

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unitedstates
Hi Folks:)

I have a question that I'm sure has been discussed her before, so please pardon me.

I have created a FBO building for a scenery project that I'm working on. I first created the fbo for FS9 using textures with an alpha for the rail. This works fine in FS9, but not so good in FSX.

FS9 Model
fbo-2.jpg


The same Model in FSXA
fbo-1.1.jpg


What do I need to do to use the texture with the transparency in FSX??
 
I highly recommend using Arno's ModelConverterX....

I also recommend converting all textures to *.dds (up to you if you prefer them in 32bit or DXT5)

ModelConverterX will automatically set transparency alpha setting for your textures (within the model settings), however you can modify those settings to your liking. I have found what MCX does is correct 99.9 percent of the time...

MCX also does a TON of nice things for models as well as setting transparency apha, etc... a MUST for models, especially ones your converting from FS9 to FSX...

Your choice if you include them in a library, or make an xml file and generate bgls yourself once you convert the models...
 
WOW, I gave the ModelConverterX a tri and it's not bad, but are there any tutorials on texture transparency in FSX G-max ??
 
FS9 and FSX handle transparency differently. What works in FS9 DOES NOT work in FSX.

You have to go to gmax or use model converter X and click on default transparent (in max) or check yes in MCX.
Then set up something more about transparency.

Alpha test level = 128
Alpha test function = Greater
Z-alpha test = TRUE

Z is the distance that deep down to the monitor. X and Y is the width and length on the axis of the monitor.
So Z test is the way graphic card know that what is deeper.
 
Thank you sure, for the reply.

I was able to figure out the transparency in FSX'S g-max, by comparing the
Alpha test level = 128 Alpha test function = Greater Z-alpha test = TRUE in ModelConverterX.
 
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