How do you show a transparency in KRS?

BFM,
I believe that little tutorial on making holes for windows was the result of my inquiries.
I’m just thinking out loud, here but, can’t you create additional points then make the squared corners round?

I’ve created models, and some with shadows, and show up well in KRS. I just can NOT work out how to show transparencies in KRS for a simple scenery object. I found it so easy in GMAX for Trainz, but 3DC and KRS seems so confusing. I have loaded the main texture and the 1bit (black and white) trans texture in 3DC, and it shows up in 3DC. I have saved the main texture as RGBA 32bit ace, and the trans texture as RGB+Transparent (1bit) ace (not sure if thats right?) I have played arround (not sure what I’m doing) messing about with the TX Alpha fields and various TexDiff fields. The last time I tried entering ‘Transparency’ in the TX Alpha field and ‘BlendATexDiff’ in the Railsim field. The model shows in KRS, but NO transparency (black)? I just can NOT get it to work? All I want is a simple step by step instruction, PLEASE.

Hi eurostar

Your Glass panes need to be seperate objects with their own texture.

This is because Rail Sim uses the alpha for the shaders.

Punch through your model and place glass panes in.

These use their own texture 64×64 OK.
RailSim Shader is BlendATexDiff.fx
Alpha Channel type Translucency

edit the alphs chanel.. to Grey 32,32,32

In rail sim it should now show translucent

It will appear different in 3DC

Sly

Thanks for reply, but I dont really understand what you are saying? It’s NOT a train with glass windows. An example would be a very simple garden gate (a flat plane), the gaps between each piece of wood would be the tranparency. My model are steps for a telegraph pole, the black between the steps needs to be totally transparent. WHY is it so complicated to do this simple thing in 3DC/KRS?

your type of transparancy is quite simple, you can create a 24-bit texture with a 1-bit alpha channel (pure black is the piece to cut out). Put this all in a TGA file using TGAtool2, then use ToAce to convert it to a 32-bit texture, then you are ready.

For my first loco for KRS i have a question concerning the windows. I read the topics here and at UKTS, but i haven’t figured it out yet.
This is what i’ve done:

– i’ve created a window in 3DC
– textured it with a MSTS like TGA texture 24bit/grayscale alpha (used alpha grey 32,32,32)
– shader: BlendATexDiff Tx Alpha: Translucency
– converted the TGA file to 32 bit with ToAce

result: 100% transparancy, no glass effect

i’ve also tried separated main and alpha textures using the slots in 3DC

result: 100% transparancy, no glass effect

apparently there is a small thing wrong, but i can’t see what it is.

any suggestions?

regards,
Roland

Thanks. I will try that. What do I put in the TX Alpha and Railsim fields? Where do I get TGAtool2?

Hi Roland,

I clipped a window texture from one of the default locos.Using RS_Bin Tools to convert the TgPcDx into a DDS.

Shader used is BlendATexDiff.fx
Translucency in the Trans Box
The Alpha channel should be Gray 32,32,32 to 16,16,16 should be ok

You won’t see the same thing in 3DC and RailSIm.. Shaders and alpha get tereated differently so go by the Game..

Sly

Thanks, the driver finally has a windscreen <!– s:P –><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!– s:P –>

@eurostar: TGAtool2 is a MSTS tool, it can be downloaded at a lot of places.

The Railsim field: TexDiff
Tx Alpha: None or delete the whole field

Thanks Guys for all your help. I have sorted out the tranparency problem. I was trying to create the tranparency from 2 seperate BMP files, 1 main texture, 1 alpha texture, rather than just 1 TGA file with the alpha built in. Its been a long time since I have come back to this, but it is all coming back to me. I now have TGAtool2.

I am attempting to build my first coach for RS. In the post below, Sly401 says to ‘punch through the model’ to place the glass panels in. What is the best means to ‘punch’ through the model? I tried using the boolean (subtraction) method, but ended up with a myriad of faces that I find impossible to texture correctly. There is another posting that shows how to make a square or rectangular hole in a wall through a series of extrusions but this has square corners. For my coach windows, I need to have slightly curved corners for the window frame and it seems to be these corners that cause the problems.

BFM

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by Sly401:
Hi eurostar

Your Glass panes need to be seperate objects with their own texture.

This is because Rail Sim uses the alpha for the shaders.

Punch through your model and place glass panes in.

These use their own texture 64×64 OK.
RailSim Shader is BlendATexDiff.fx
Alpha Channel type Translucency

edit the alphs chanel.. to Grey 32,32,32

In rail sim it should now show translucent

It will appear different in 3DC

Sly [/div][/BLOCKQUOTE]

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