Translucency Problems

Thanks for this, but I think I’m ok now. And I think it is to do with what you have said.

I went back and retextured the whole model with translucency at 0, then added the few bits that needed translucency with the setting 1. I did it texture by texture, testing in MSTS along the way each time. So far so good.

I may come back on your offer if the problem returns.

Thanks

Richard Scott

A problem I have had, that I hoped version 5/2 (downloaded yesterday) would fix but hasn’t.

I’m creating a coach for MSTS. I textured it with basic textures to test and it imported fine. I then added the window textures with an alpha channel in PSP. Specularity is set to 1 and so is translucency. After this, it exported ok, but when I ran MSTS it crashed.

I took the transparency out and all was well with MSTS again. I then tried applying it with Specularity 1 but translucency 0. This also exported and worked in MSTS. However, the textures look like they are permanently in the shade and the windows are totally transparent rather than translucent (I haven’t moved camera or light source).

The ace must be ok as it works if translucency is 0. And the export to MSTS works ok. I am about to experiment with returning to bmp and separate mask file in 3DCP (stripping off all textures and starting again) to see if that works better. I do have two coaches sharing two aces for various textures if that makes a difference. (Graphics card is Geforce 2 MX).

Any ideas?

Thanks

Richard Scott

This isn’t likely a driver issue. Probably either a MSTS issue or a 3DC issue. One thing that I know about this is that MSTS does not like it if all of the faces of an object are set to translucent. Make sure that at least some part of the object has translucent = 0. It also doesn’t like large numbers of translucent faces.

If you want, you could send the 3DC file, the s file, and all associated bmp/tif/ace files to me and I could have a look at it. (<!– e –><a href="mailto:richard@amabilis.com">richard@amabilis.com</a><!– e –>)

Richard

One thing that you can do is set all to 0 when texturing. Then after you have finished texturing, use the UpdateMaterial plugin to change the translucent value for only those faces that must be translucent. Just sample the material of the faces you want to update, change the translucent value on the material palette, and then use the UpdateMaterial plugin.

Richard

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