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adogmc

Transparency problem with heads or custom objects

6 posts in this topic

This problem is occuring when I set a transparent visor on a character having already custom head and headphones (proxies) : the face is blank !

The problem is also occuring when I try to add a custom headphone to a standard BIS head using a proxy : the headset textures disapears

5_1335266815_min.jpg

. the character number 1 to a custom header and custom headphones. (identical to the model number 3)

. the character number 2 to a head clasique (Bysta) BIS and custom headphones.

. the character number 3 in a custom header and custom headphones.

the transparency problem occurs when I add a custom object such as eyeglasses or a model of BIs personal.

if you ave an idea...

My RVMAT:

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 = 5;
renderFlags[] = {"NoAlphaWrite"};
nextPass = "ado_cos\lunette\ado_lunette_sklo.rvmat";
PixelShaderID = "Glass";
VertexShaderID = "Glass";
class Stage1
{
texture = "#(ai,64,64,1)fresnelGlass()";
uvSource = "none";
};
class Stage2
{
texture = "ado_cos\lunette\ado_env.paa";
uvSource = "none";
};

RVMAT same problem with the BIS and the one below:

ambient[]={0,0,0,1};
diffuse[]={0,0,0,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0,0,0,0};
specularPower=1000;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="tex";
class uvTransform
{
	aside[]={8,0,0};
	up[]={0,8,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage4
{
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage5
{
texture="ado_cos\lunette\tactical_smdi.paa";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage6
{
texture="#(ai,64,64,1)fresnelGlass(2.1)";
uvSource="none";
};
class Stage7
{
texture="ca\data\env_land_co.paa";
uvSource="none";
};

---------- Post added at 12:54 ---------- Previous post was at 11:50 ----------

Just for information:

I have no problem in bulldozer only games

The LOD 0 and 1 its a Proxy

5_1335272149_min.jpg

Edited by ADOGMC

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Select all of the faces that have the glass texture and go to Faces---> Move top. That should fix it.

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I get around this, including the head directly into the LOD 0 as in arma and it works.

In conclusion it is not the RVMAT

http://www.clan-ado.fr/images/upload/membres/5_1335304389.jpg (147 kB)

http://www.clan-ado.fr/images/upload/membres/5_1335304587.jpg (171 kB)

Another test profile with sunglasses, and the problem appear.

I conclude that the effect of glass does not work well with one or

proxy.

If someone has a solution for proxy and glass I'm interested.

Edited by ADOGMC

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Select all of the faces that have the glass texture and go to Faces---> Move top. That should fix it.

does not work with a proxy for identity as glasses, head personal ect ...

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What the problem may be in the editor Oxygen. There is no transparency of the goggles and the glass mask of helmet. The face is white. Action "Move top" complete. Sometimes it looks good, but another time - white list.

http://imageshack.us/photo/my-images/825/arma2rft201204202237298.jpg/

I am Russian and I have a problem with the English

I have the same problem with my project

describe the steps you need to do what would become transparent glass pliiiz

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It's alpha ordering as you may have guessed - two things at play here:

1. Move top orders the faces selected to be processed last (top in the hierarchy)

2. Other proxy objects (the glasses, etc) are still being processed after your model, so your visor appears opaque where they occlude. Put the visor in its own proxy so that it is processed after all the other ones (total guess, but I think it goes by alphabetical order)

max1048, check if your rvmats are applied and set correctly.

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