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FSX transparent problem

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brazil
Sorry to bother everyone again, but I'm more of a problem in gmax, I made a tree and texture, but appears a transparent portion that goes beyond the image of the tree itself, so all sides of the tree, anyone know what the problem is, ja tested all the settings and no transparency of gmax.



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I used the tool plane and made two planes crossed and double sided checked in gmax, but transparency is beyond one side. I've tried all options to fix this in gmax but I could not, I think it has something to do with the texture, I'm using a simple BMP for texturing in gmax and converting to extended bmp (dxt5) in dxtbmp with alpha applied. If I disable zwrite the tree is right, but very transparent, if you can not solve without zwrite will use the same tree as this is the giant screen, was made only for testing.

Giba
 
Hi Gibaba,

There is a lot of black magic and belief about the various texture formats and FSX.

the DXTn denotation really only denotes the alpha channel within the texture and its resolution.

DXT1 = single bit alpha (ie transparent or not, in this instance, 0 or 255)

DXT5 = multibit alpha (used for graded transparency)

There is one exception to this, and that is if you need RGB colour information at the same place as non-white alpha. DXT1 is colourkey ... so you can't have both.

For your particular problem, the issue is indeed with the Z-buffer (but not the writing, it is the lack of Z-testing) If you don't Z-write the sim can't sort overlapping transparent objects

For trees:

Use DXT1 textures -- the multibit alpha has a nasty habit of rendering, but then being blended out by the framebuffer settings (= burn-through, where you have clear-sky to the horizon)

Z-write: Yes
Z-Test: Yes
Test Level: 128 (you can experiment)
Test Parameter: Greater-Equal

For double-sided materials (almost) always use "Assume Vertical Normal" -- this stops the specular effects of the "true" side being applied erroneously to the other.
 
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