Problem: Alpha Translucency showing up ‘dotted’

Paul,

Thank you very much for the links! No more scratching my head over this. Seems I need to frequent the UKTS forum more often.

Now on to fixing all those small things.

Cheers!
Michael

Colleagues,

I ran into a problem trying to build a model for KRS. I am trying to use a translucent texture to model windows, which works fine in 3DC.

However, after exporting to RS, I do not get any translucency, but rather a transparent area with some non-transparent ‘dots’ on them.

Does anybody know what might cause this? Is it something I set up wrongly in 3DC, or might it be a texture export problem?

So far I tried exporting the model using mostly the BlendATexDiff shader and TxAlpha set to Translucency, also tried other shaders but without success.

Is it at all advisable to have the ‘alphaed’ windows on the same texture (and faces) as the main body, or would you rather suggest using a glass-only texture on extra-polygons just for the windows?

Here is a picture of the issue:
[img:6an85ezz]http://i197.photobucket.com/albums/aa76/GreatNortherner/RS/RailSimEditor2009-01-0420-40-13-24.jpg[/img:6an85ezz]

Thanks for any input or help!

Cheers!
Michael

Unfortunately there is a bug in the IGS export – translucency does not work without a bit of post processing of the .GeoPcDx

A couple of links for you:

[img:15jfx62j]http://forums.uktrainsim.com/viewtopic.php?f=18andt=87677andp=1058676[/img:15jfx62j]
<!– m –><a class="postlink" href="http://forums.uktrainsim.com/v…18andt=87677andp=1058676">http://forums.uktrainsim.com/v…18andt … dp=1058676</a><!– m –>

[img:15jfx62j]http&#58;//forums&#46;uktrainsim&#46;com/viewtopic&#46;php?f=18andt=87030andp=1052675[/img:15jfx62j]
<!– m –><a class="postlink" href="http://forums.uktrainsim.com/v…18andt=87030andp=1052675">http://forums.uktrainsim.com/v…18andt … dp=1052675</a><!– m –>

I hope to have a fix for it soon

Hello,

Using BlendATexDiff + TxAlpha set to Translucency, I have the dotted windows problem too.

How was this eventually solved? By renaming textures using _nm to prevent compression?

(links to uktraisim were lost after forum move)

Thanks for the replies.

&quot;DOM107&quot;:1k9f2t9x wrote:
How was this eventually solved? By renaming textures using _nm to prevent compression?
[/quote:1k9f2t9x]

Yes.
BlendATexDiff + Transparency + _nm

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