View Full Version : Semi Transparent Textures in Dust
NZDF CRASH
Mar 4 2010, 19:25
Hey guys im getting issues with some vehicles im working on when they are around dust kicked up by helicopters, cars and tanks etc. Ive tried different rvmats, saving the paa with different programs and have come up with no good result to fix this issue. Any Ideas?
Max Power
Mar 5 2010, 22:04
Just to make sure, your alpha textures are named .ca?
mikebart
Mar 6 2010, 05:00
hey crash, whats actually happening to the vehicles? it sounds like you might be having alpha sorting issues.
NZDF CRASH
Mar 6 2010, 05:55
basically when dust is kicked up vehicles with the issue go partially transparent and i dont know how to fix this
mikebart
Mar 6 2010, 06:05
did you try Faces/move to top etc...?
IceBreakr
Mar 8 2010, 09:27
It works in A1 but this A2 is problematic. Will try this "Face/move to top" thingy today.
IceBreakr
Mar 8 2010, 23:07
[edit]
NZDF CRASH
Mar 9 2010, 06:36
changing it to _co made no difference what so ever, wont moving faces to top screw with prop blurs etc for choppas and fixed wing?
mikebart
Mar 9 2010, 08:52
no idea, I just remember reading somewhere 'Faces/move to top' etc, was related to alpha sorting
Bad Benson
Mar 9 2010, 12:57
Just to make sure, your alpha textures are named .ca
changing it to _co made no difference what so ever, wont moving faces to top screw with prop blurs etc for choppas and fixed wing?
he said ca not co. the a in ca is for alpha i think. not sure if this solves the problem just something i noticed.
da12thMonkey
Mar 9 2010, 13:56
changing it to _co made no difference what so ever, wont moving faces to top screw with prop blurs etc for choppas and fixed wing?
Are you just renaming the file or loading it up in texview and re-saving it with the new name?
Simply renaming the file in windows explorer wont work.
To fix the prop blurs and stuff just select those again, separate to the rest of the vehicle and use move top again.
namman2
Mar 12 2010, 17:41
anyone found a fix for the issue? i'm having the same with the mraps
here's picture (by Alex72) if you dont know what this bug look like
http://web.comhem.se/aphex/mrap1.jpg
IceBreakr
Mar 18 2010, 12:31
Nope, I have same problem with pinzgauers.
mikebart
Mar 19 2010, 13:25
bit of a long shot, but from looking at NZDF CRASH's model the other day, i noticed there were alpha channels on the main hull texture of the chopper, might be worth a try and making sure your _co's are 24 bit
DaSquade
Mar 19 2010, 15:50
Only use xxx_co.paa files for non-alpha related textures. That is 'bullet' proof.
Like Mike says, make sure you also save your xxx_co.tga texture as 24bit (so no alpha).
For alpha related textures you best use xxx_ca.tga (32bit)/xxx_ca.paa textures. But not that _ca texture will always give even solid colors/alpha 100% white a soft transparent look...no mather what setting afaik. That effect isn't always that noticable, but in certain angles and lighting like above it causes bad effects.
Additionally, always work (convert) with your tga source files. Renaming paa files won't work.
namman2
Mar 19 2010, 17:53
well saldy none worked :(
here's an old thread and was answererd by a developer but i can understand what he means so if anyone does pls tell me :(
http://forums.bistudio.com/showthread.php?t=39571&page=3\
edit : i fixed it i added more res lods and it disappeared :D :D :D i had to add 2 more lods for it to go away
edit 2 : no it didn't but it does seem to made it less transparent
NZDF CRASH
Mar 20 2010, 11:24
Thanks dude it seemed to have worked on one of the vehicles so far
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