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-FF-Faust

problem with alpha texture

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Hi all, i have problem with texture of light bar on my police version of car.

On places where alpha = 1 i can see through this texture in some angles. (as you can see in my nice picture)

I tried to fix it

- in Oxygen by sort alpha, move to next alpha, move top,....

- i use *.paa and *.pac

- but nothing helped

where can be problem?

thx for replies

ffs_felicia.jpg

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I think you have to use the _ca.paa or _co.paa designation. That will get rid of the translucent faces.

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I think you have to use the _ca.paa or _co.paa designation. That will get rid of the translucent faces.

yea, i use "majak_ca.paa"

...any other ideas?

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you also have to assign a RVMAT to the texture.

i tried it but it didnt help, maybe wrong RVMAT?

can u post here code of any RVMAT which will fix it pls?

I used this RVMAT

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

ambient[] = {1, 1, 1, 1};

diffuse[] = {1, 1, 1, 1};

forcedDiffuse[] = {0, 0, 0, 0};

emmisive[] = {0, 0, 0, 1};

specular[] = {1, 1, 1, 0};

specularPower = 20;

PixelShaderID = "NormalMapSpecularDIMap";

VertexShaderID = "NormalMap";

class Stage1

{

texture = "FFS_Felicia\tex\plech_nohq.paa";

uvSource = "tex";

class uvTransform

{

aside[] = {1.000000, 0.000000, 0.000000};

up[] = {0.000000, 1.000000, 0.000000};

dir[] = {0.000000, 0.000000, 0.000000};

pos[] = {0.000000, 0.000000, 0.000000};

};

};

class Stage2

{

texture = "FFS_Felicia\tex\plech_smdi.paa";

uvSource = "tex";

class uvTransform

{

aside[] = {1.000000, 0.000000, 0.000000};

up[] = {0.000000, 1.000000, 0.000000};

dir[] = {0.000000, 0.000000, 0.000000};

pos[] = {0.000000, 0.000000, 0.000000};

};

};

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This is a shot in the dark but try turning off the alpha lighting for your diffuse, specular, and emissive properties. I am not too clear on what they do, and I'm not sure if that's the problem, but it's something to look at.

The entries are in the form as follows:

lighting component = {R, G, B, A}

So try setting all of the last numbers in those entries to 0.

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try these PS and VS:

PixelShaderID = "NormalMapSpecularThrough";

VertexShaderID = "NormalMapSpecularThroughNoFade";

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@Linker Split

When i used this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">PixelShaderID = "NormalMapSpecularThrough";

VertexShaderID = "NormalMapSpecularThroughNoFade";

i dont see througt my texture. that will be ok but i dont see througt places where is alpha channal.

So, this PS and VS disable my alpha channal?!?!

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can you please provide the texture, i would like to see if i have the same effect. i know these effects only in relation with rvmat´s. for example the chrome_enviro.rvmat shows transparency related to point of view, i think there are others aswell. if nothing helps, split the texture.

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the texture you provided us is not the same as in the image you posted:

it doesnt matter , problem is same with this texture

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EDIT: i dont know why, but now i have the effect again without changing anything. the solution i wrote below is not working.

i will try few other things.

Quote[/b] ]

i can confirm the problem, the colour grey seems to have some impact on this. to get rid of it use material

Ca\data\data\default_2pass.rvmat

fixed your texture on my machine and should do it on yours aswell.

regards

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