another problem with texturing

Hard to see exactly, but I suspect the transparency layer is still there after you change textures. You have to go back to the transparency tab and delete it first. I had this happen to me.

Then, re-reading your post, maybe not. Does it look correct from a side on view?

The wagons are looking good though. What prototype are they?

Ian M.

Thank you all for help with the transparency problem. Cause was my stupidity I didn’t check all the texture tabs but assumed that the 2nd texture layer would be the one for the alpha channel. Now I found the transparency tab and everything works well. Now I have another problem: some textures get successivly broader stripes of green or white at the bottom of the wagon if you look from a certain steep angle (example in the picture). I tried many variations of values for diffuse, ambient and specular but nothing worked to my content.
Thanks for help.

Thanks for the advice. It must have been the mentioned bleeding in MSTS. I surrounded the texture with a dark grey border and no more white bleeding. Btw maybe a suggestion for one of the next versions of 3DC: Would it be possible to make the UVMapping window a tad bigger. Maybe with a function for enlargement?

Good advice Larry. andnbsp;I usually like to leave some black or gray space in between areas. andnbsp;If possible, I also tend to crop just inside the area, instead of right around the edge. andnbsp;That way, if any bleeding occurs, the intended color and the bleeding color match.

As textures recede into the distance in MSTS adjacent areas on your .tga tend to bleed into the mapped area of your .tga.
To minimise this effect I make sure all unused areas of my .tga are dark gray or brown.

Larry

Is there any white just below where you crop the texture for the side of the wagon? If so, I might guess that you need to crop a little further away from the white part of the texture. It appears, even in the close wagon, that there is a tiny little strip of white along the bottom, and the way that MSTS blurs and blends the textures in the distance may exacerbate the problem on the more distant wagons. Dragging the little rectangle in the crop window is not always as exact as one might like <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>, but you can set the dimensions manually at the bottom of the crop window.

It’s not easy to get a bigger picture because of the small angle and you have to be in some distance to the wagon. I tried my best. Btw I checked if the transparency layer was present with texturing and found it was not.

Thanks Ian and troub

The wagons look o.k. from a side on view. It’s only a problem with this view from a certain small angle.

They are Austrian Hbis. I built them from scratch they are not skins for the Swedish ones you get from the web.

The picture is a little bit too small for me to give any suggestions.

Richard

Quote:
You would have to create a very thin box and texture on both sides, and the edges. . .

ianm42 is correct, but if you do create a box, it may be best (to save on faces/polys) to use the andquot;Point/face selection toolandquot; to delete the 4 faces andquot;aroundandquot; the cube, leaving just the two opposing faces. andnbsp;Then scale it down in a direction so that the two remaining faces andquot;come togetherandquot; to look like a flat, two-sided object. andnbsp;You can do this, or, use the script provided that creates a face. andnbsp;Create two faces, rotate one 180 degrees, and position them back to back. andnbsp;This will also create the desired double-sided effect.

MSTS does not support two-sided faces. You would have to create a very thin box and texture on both sides, and the edges.

Texturing a single face would result in the entire face being transparent when viewed from the other side.

Ian M.

I want to do a free standing ladder to take advantage of transparency to do the rungs. andnbsp;Do you have to texture both sides of the faces of a polygon to acheive this?

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