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FSXA Workaround for alpha problem?

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us-northcarolina
Working on a model for an upcoming project and since the entire front side is glass, I need a bit of transparency. However, the stupid problem with the alpha wants to come up :( Has a workaround been found?

Merry Christmas! :santahat:

In MCX (as it should look)

rdu-gaterm.jpg


In FSX (you can clearly see the walkway on the other side of the building)

2011-12-24_2-13-27-481.jpg


PS- Thanks to jtanabodee for the wonderful 3DS texture baking tutorial :D
 
Hi,

Why do you think this is alpha channel related? That part seems completely displaced and I don't expect an alpha channel can do that.
 
Well I removed the alpha and the problem is still there... Using the mirror modifier is fine in 3ds as long as you do it from the dropdown box not the button right? :o
 
Using the modifier is fine, but not the Mirror Tool

Never ever ever (ever ever) use the Mirror tool.

Now, Choose the evil bits:

Reset Transform
Reset Scale
You may well find that the normals are inverted, so flip these or unify them.
Re-export.
Open Presents
Enjoy Festive Lunch.

Merry Christmas (or other festive season as appropriate)
 
Using the modifier is fine, but not the Mirror Tool

Never ever ever (ever ever) use the Mirror tool.

Now, Choose the evil bits:

Reset Transform
Reset Scale
You may well find that the normals are inverted, so flip these or unify them.
Re-export.
Open Presents
Enjoy Festive Lunch.

Merry Christmas (or other festive season as appropriate)

So in the drop-down box under Parametric modifiers, that's the mirror modifier correct? Anyhow, I'll deal with this later, Christmas and family is more important! I'm going to Las Vegas on a family trip next week so I won't have a chance to test this out until next year. :)

thanks again and Merry Christmas! :santahat:
 
Can I ask what settings you used for the front glass please? I'm doing the exact same thing with my Plymouth at the moment on a glass building.
 
So in the drop-down box under Parametric modifiers, that's the mirror modifier correct?

Correct.

Funnily enough, I find it easier to get Z-test / write settings correct with two-sided geometry. More difficult with double-sided mats.
 
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