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Thread: Military SciFi Projects Thread

  1. #211
    Now it's noticible against the model itself but not the background so you can select the faces with the alpha pixels and go to faces\move to top.

    ---------- Post added at 14:29 ---------- Previous post was at 14:25 ----------

    Quote Originally Posted by Thromp View Post
    I beg your pardon ?
    I entered this thread to pass on what i thought i had learned but also willing to be educated thus my apologies on the front end ?
    Well your question was that you thought tank tracks were 24 bit _cos.

    Obviously if I'm fudging around with alpha layers on the cwr2 tank tracks to solve a rendering problem, the tracks have alphas. This may not be true for everyone's tank tracks, so I asked whose tank tracks, and pointed out that if I'm talking about alphas on a specific tank's tracks, obviously the answer to your question about that specific tank is 'no'.


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  2. #212
    cheers for answer

    what i was driving at is , i remembered _CO on vehicles with windows would need a _ca for the Aplhas , however your now saying Tracks ( which i assume is defined as Pas_l /r section still) and weapons in this case maybe different .

    just something else to add to my education and wonder if the Pas_l and wepaon class have been defined with over ride in engine to stop this all see through texture maybe. or maybe Tank tracks are now not in the Main texture of the body anumore but seperate _co texture ?

    Of course it can also be rvmat flags I suppose , I am not so clued on this ?
    Last edited by Thromp; Jun 5 2012 at 21:43.
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  3. #213
    Master Gunnery Sergeant b00ce's Avatar
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    Thanks, Max, works perfectly now!


  4. #214
    Can you perhaps do test and see if muzzle flash / particle smoke from another rifle affects see through of a gun by ai please , I am intrigued by this .

    Cheers

  5. #215
    Master Gunnery Sergeant b00ce's Avatar
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    Just performed the requested test, everything looks fine.

  6. #216
    Cheers , this will save me on loads of sections in my addon , thanks both

    Oh and maybe a tip in return , you mention your model.cfg , remember only 100 bones per model or it messes up .
    Last edited by Thromp; Jun 5 2012 at 22:06.

  7. #217
    Quote Originally Posted by Thromp View Post
    cheers for answer

    what i was driving at is , i remembered _CO on vehicles with windows would need a _ca for the Aplhas , however your now saying Tracks ( which i assume is defined as Pas_l /r section still) and weapons in this case maybe different .

    just something else to add to my education and wonder if the Pas_l and wepaon class have been defined with over ride in engine to stop this all see through texture maybe. or maybe Tank tracks are now not in the Main texture of the body anumore but seperate _co texture ?

    Of course it can also be rvmat flags I suppose , I am not so clued on this ?
    In my experience, the biggest influence over transparency is the alpha channel of the diffuse texture. That's all I can really say about it. Some people have some weird problems with different things like vegetation and that stuff. Even with no rvmat I've never noticed something extreme like the instead of alpha a texture is black or something. In situations like that I would say that the problem is probably with the image file- or at least I would look there first.

    An image file with a _ca suffix will be converted to a dxt5 paa with an 8 bit alpha. A file with a _co suffix will be converted into a dxt1 paa with a 1 bit alpha. The chief difference between these files before conversion by texview/O2/whatever is the file name. The chief difference in the files afterward is the complexity of the alpha channel. For some reason, sometimes ArmA makes things that are not perfectly opaque and not perfectly transparent see through everything behind that object. I think it might have something to do with mipmaps or texture filtration or something, I don't know. Changing the file to a _co before conversion makes it a 1 bit alpha, so things are either perfectly transparent, or perfectly opaque, with nothing in between.

    Quote Originally Posted by Thromp View Post
    Cheers , this will save me on loads of sections in my addon , thanks both

    Oh and maybe a tip in return , you mention your model.cfg , remember only 100 bones per model or it messes up .
    That may be a hard limit, but afaik that limit is defined by the packer and it is customizable to a certain extent.

    edit: A more clear way of putting it is that those limits may be defined by packers. We recently increased the limit in our project to accomodate zguba's excellent work animating various doodads on our vehicles. Our internal limit was 45 or something IIRC. It is possible that 100 is not the absolute limit, but I don't think we have yet surpassed that limit to see for ourselves.
    Last edited by Max Power; Jun 5 2012 at 22:17.

  8. #218
    Well thanks again for explanation,
    Not sure about packer , if you saw my wall destruction example in TOH forum , it messed up big style in bulldozer when I hit a limit of around 100 . If I ever get time I'll do a propper experiment ,see what it actually is .

  9. #219
    Quote Originally Posted by Thromp View Post
    just something else to add to my education and wonder if the Pas_l and wepaon class have been defined with over ride in engine to stop this all see through texture maybe. or maybe Tank tracks are now not in the Main texture of the body anumore but seperate _co texture ?
    I don't know about OFP but in my experience (arma and onwards) it seems like the tracks are always on a separate texture. They are also seemingly a texture that is endlessly tiling, and the tracks are animated by translating the uvs of the treads up and down in uv space to give the appearance of motion.

  10. #220
    Master Gunnery Sergeant b00ce's Avatar
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    Aaaaand Back on topic.





    The only issue I have with it now is the grenade launcher canister rounds fire up at a 45 degree angle and I don't know why... The regular grenades work fine.

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