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Thread: Bright windows from inside

  1.   Click here to go to the next Developer post in this thread.   #11
    Did you save your .tga as 24bits/pixel or 32bits/pixel? You need to save it with 32bits/pixel for the alpha channel to work.

    You can verify if you actually have an alpha channel in your .paa texture buy using the second display in TexView. Use it to show the alpha mask only.

    >>> mondkalb.org - For DK: Stikkontakt

  2. #12
    Staff Sergeant
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    here is a more explanation to the problem , you see the alpha and faces order is 100% correct in o2
    you see that you can see the hull and the turret from the periscope but in game it's too bright that you can even see anything from there , here are the rvmat's configs

  3. #13
    Disable NoAlphaWrite and NoColorWrite, you do not have a link to #(ai,64,64,1)fresnelGlass()

  4. #14
    Staff Sergeant
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    I've tried everything , still no luck , i've even used textures from arma 2 models but the problem is still there

  5.   This is the last Developer post in this thread.   #15
    Check if your LOD that has the problems is using any weird/odd namedProperties. Also, try the alpha-texture on a new/different project that has other alpha textures that definitely work.

  6. #16
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    i've tried everything , but i noticed another thing that the game ignores the cargo view shadow and uses the normal shadow , and i've checked everything named properties everything i cant see the problem

  7. #17
    You have link a PM from me

    Firstly - the texture of glass that *.tga was not _ca.paa and invalid rvmat. Secondly - mess with UVset. It all improved and in my glass looks fine. I made a new texture glass with rvmat and are in the "glass" folder.
    By the way, remember that whatever you do it at the end, use of glass elements MUST have a face to the top. Regards

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