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Texture and Alpha issue

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Long time reader first time poster here. I tried to do a search first but couldn't really come up with anything to solve this problem so I am wondering if anybody here can fill me in.

I'm working on a scenery. I have recompiled the source files in FSDS v3.5.1 for FSX with DDS textures. I have created a Alpha channel and saved it to DDS DXT1. Now when I view the object in FSX/acceleration what was once clear is now black. I have attached a pic.

Now when I recompiled it should I have repainted the object all over again?

Also does anybody now if its possible to create a Alpha channel on a portion of a aircraft that you dont want to be seen? I had tried to remove some weapons racks off of a aircraft. But without having the source files for it, I figured I could edit the textures.
 

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Hi,

Since you use FSDS I moved it to that forum. Think you might get better response here.

When compiling a FSX MDL file you need to make sure that the material you use has the right settings for transparency. Else the alpha channel will not be used and you see the parts black as you do. But since I don't use FSDS myself, I don't know how to change the material settings correctly in FSDS.
 
To do that in FSDS, you have to choose a "trans" material* for the part you want transparent.

* Create a new material with 1) all parameters at "0" and 2) named "trans" or "prop". I dont check if 1) is very usefull but 2) is required.
 
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I'm working on a scenery. I have recompiled the source files in FSDS v3.5.1 for FSX with DDS textures. I have created a Alpha channel and saved it to DDS DXT1. Now when I view the object in FSX/acceleration what was once clear is now black. I have attached a pic.

I'm not sure, but this seems a bit confused.

The "Alpha channel" is not a separate bitmap to be saved in any format...

...an "Alpha channel" is part OF the Diffuse (main) bitmap...
 
This is all a different language for me. Reading through the Read me for FSDS and getting instructions from the old hands at this are pretty vague.

The Alpha channel was created in the same texture using DXTBmp. I had the texture, selected create Alpha channel (Black) and in the pic is what I ended up with.
 
Alpha : two ways.

1) Default alpha.

Create the texture and put pure black where you want tranparency. Place the texture on a part with "trans" material. Open the texture in DXTBmp then create a black alpha channel and save it in DXT1 or DXT5 format.

2) Alpha template (by steps).

Create the base texture and save it in 32bits or DXT.

Open a copy of this texture and fill all the spots where you want transparency with gray level* color. * From pure black (totally transparency) to pure white (totally opaque). Save this new texture in gray level texture (ex : 8 bits).

In DXTBmp, open the first texture then import the second one as alpha channel : the second will put more or less transparency "over" the selected spots of the first.

Save the new texture in DXT1 or DXT5 format. Place the texture on a part with "trans" material.

If it is not clear, sorry I am not totally bilingual and cannot do better...!
 
This is all a different language for me. Reading through the Read me for FSDS and getting instructions from the old hands at this are pretty vague.

The Alpha channel was created in the same texture using DXTBmp. I had the texture, selected create Alpha channel (Black) and in the pic is what I ended up with.

Uh oh... Unless you have the very latest release of DXTBMP, you may have a problem, because the earlier version's DDS compression exporter is broken and FSX won't read it.

Check on the top bar of DXTBMP for the version. It should be 4.00.96.

If you do have 4.00.96, then export the file as DDS/DXT5 and try it out. There are two versions of DDS/DXT1: one with no Alpha, and another with Alpha. I've never gotten either of them to work in FSX.
 
I don't know which program the thread starter uses to make his textures, but personally I prefer to store my texture and alpha channel in the same file. Most graphic programs will support that and I think it is easier to maintain. Afterwards you need to save in a format that can store the alpha channel (for example TGA or PSD).

I use ImageTool (comes with the SDK) afterwards to make the extended texture for FS in DXT format. It can read in the TGA or PSD and then has your alpha channel without extra steps.

When you are only using black as a colour for your transparency as mentioned above (so only completely transparent or not), I think DXT1 is the best format. DXT5 is only needed when you have multiple levels of transparency. DXT1 textures are smaller.
 
I agree on the single-bit Alpha that DDS/DXT1 features...

...providing you've chosen the correct flavor of DXT1 compression that is! :D
 
Hello

Transparency problem for FSDS 3.51 and FSX SP2 seems to have been fixed:

http://www.fsdeveloper.com/forum/showpost.php?p=82586&postcount=13

(example and thumb at
http://www.fsdeveloper.com/forum/showpost.php?p=82538&postcount=11

I use only pure transparency (black alph with DXT1 alpha format).
For partial transparency, with grey alpha, you need to use DXT5.

Take care with trees: the "rotate to plane" function doesn't work!!!
You cannot use a single rectangular plane any longer, but 2 crossed planes.

Goof flights!
Pierrot - FMEP
 
Yeah, no problem with the transparency over here (FSDS 3.51), but i would be very glad to know how to get the clouds draw behind the transparent part, not in front... That's a mega bug which drives me nuts :rolleyes:.

Any tips are highly appreciated.
 
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