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azathoth (22 posts)
Dec-18-01, 01:48 AM (EST) "windows" Hi
How I can make transparent windows? I know about the alpha channels + and - but the only thing that I obtained is that it seemed that there are no windows!!thanksernie Alert Edit | Reply | Reply With Quote | Top
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Subject Author Message Date ID RE: windows Brinch Dec-18-01 1 RE: windows azathoth Dec-18-01 2 RE: windows Brinch Dec-18-01 4 RE: windows jeffmorris Dec-18-01 3 RE: windows chrisell Dec-18-01 5

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Brinch (24 posts)
Dec-18-01, 01:57 AM (EST) 1. "RE: windows" LAST EDITED ON Dec-18-01 AT 02:01 AM (EST)Have you set the material type to eg. alphanorm and used a .tga file with an alpha channel for the texture, then it should work. At least it does for me. You can check the alpha channel in .tga file with tgatool2.Brinch Remove | Alert Edit | Reply | Reply With Quote | Top
azathoth (22 posts)
Dec-18-01, 02:32 AM (EST) 2. "RE: windows" I did it. I named alphnorm+ to the outside and alphnorm- to the interior of the cab. Another idea? ernie Remove | Alert Edit | Reply | Reply With Quote | Top
Brinch (24 posts)
Dec-18-01, 08:12 AM (EST) 4. "RE: windows" Just one thing..
I assume you use tsm modeller. It can't, at least mine can't, show transperant textures, but it works ok when it's compiled and testrun in MSTS. I use the mask from the alpha channel to make a temporary window on the texture while I'm adjusting the texture.Brinch Remove | Alert Edit | Reply | Reply With Quote | Top
jeffmorris (401 posts)
Dec-18-01, 05:48 AM (EST) 3. "RE: windows" Use TransNorm material name and TGA files with alpha channels. Jeffrey. Remove | Alert Edit | Reply | Reply With Quote | Top
chrisell (217 posts)
Dec-18-01, 11:51 AM (EST) 5. "RE: windows" There's another quirk in MSTS that I don't know if many people are aware of. I don't know how this translates to TSM or 3D Canvas Pro, but in 3DS Max, when you combine the objects together, you end up with one multi/sub-object material that contains all the others. If you have alpha textures on the outside of a train, that material must be the last one listed in the list of multi/sub-object material. If it isn't, you can't see through it. Similarly, if you're using alpha- textures inside your model, that material must appear as the first one in the list of the multi/sub-object material.
I'm sure that doesn't really help but I thought it was worth mentioning.Message Areas - "windows" – image 1
Chris Longhurst. Read the mini FAQ at: http://www.christrains.com/
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