I posted this in the RE forum, apparently nobody knows the answer, so I thought I'd come in here and annoy you guys for a while. Tell me the solution and I'll go away, I promise!
I cloned some track sections into static objects, similar to John Milligan's dummy tracks, to place over the top of existing track. The idea is to be able to have more than one track texture for that little used/abandoned siding effect.
From some angles it ain't too bad, but:
When the dummy tracks are in the same frame the engines & cars get this wierd semi-transparent effect, you can see parts of the engine thru other parts, and trees thru the opaque part of the texture from the side.
I looked at dumb tracks and it's the same there, whether I use that as a basis or steal default track shapes and/or Okrasa's Xtracks shapes the same thing happens.
What I've tried:
1. Changing the ESD in the .sd file (the original is 2, which makes it look in \Global, that automatically gets changed to 1 to make it a normal static object, I also tried 257)
2. Deleting the no visual obstruction line from the .sd
3. Deleting the bounding box lines from the .sd
4. Making the texture a flat bitmap (export, ace no alpha)Other than changing the names of the ace textures that the .s file looks for and renaming the .s and .sd, and changing the .s reference in the .sd to match the new names, I haven't done anything else to the .s file other than uncompressing it to hack it. I didn't recompress the .s file afterwards, that might be the next logical step. Before doing that, I've already looked in the .s file (by process of elimination I figure it's gotta be in there somewhere!), but comparing things like values for heirarchy with normal static objects don't give me any clues.
Anybody point me in the right direction?
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RE: Yo,TSM/3D CAD guys!, caldrail, Aug-28-02, 08:22 PM, (1) RE: Yo,TSM/3D CAD guys!, sniper297, Aug-28-02, 09:23 PM, (2) RE: Yo,TSM/3D CAD guys!, johnf, Aug-28-02, 11:48 PM, (3) RE: Yo,TSM/3D CAD guys!, sniper297, Aug-29-02, 01:33 AM, (4) RE: Yo,TSM/3D CAD guys!, KeltikSylk, Aug-29-02, 11:42 AM, (5) RE: Yo,TSM/3D CAD guys!, sniper297, Aug-29-02, 03:03 PM, (6) RE: Yo,TSM/3D CAD guys!, troub, Aug-29-02, 03:09 PM, (7) RE: Yo,TSM/3D CAD guys!, sniper297, Aug-29-02, 06:06 PM, (8) RE: Yo,TSM/3D CAD guys!, smmille1, Aug-29-02, 07:15 PM, (9) RE: Yo,TSM/3D CAD guys!, smmille1, Aug-29-02, 07:48 PM, (10) RE: Yo,TSM/3D CAD guys!, sniper297, Aug-29-02, 08:58 PM, (11) RE: Yo,TSM/3D CAD guys!, caldrail, Aug-29-02, 09:21 PM, (12) RE: Yo,TSM/3D CAD guys!, baldwin, Sep-01-02, 03:13 PM, (13) RE: Problem solved, leads to another!, sniper297, Sep-02-02, 07:11 PM, (14)
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Another view close to the ground will give you a "TREE-D" effect;
Hee-hee, I crack myself up. Anyhow, if nobody knows for sure exactly what value in the .s file is causing this, you can hack on it (dirty10mstrt.s) and go into the sim with that default geep to either confirm it's still there or scream "eureka!", zip up the fixed .s file and email it to me, with a note saying what you changed so I can do the rest like that, after testing with an alpha texture, of course. Be a hero, earn the undying respect of dozens, get a town on the new PO&N named after you. Not you, John, you already got one, don't get greedy! "Port Fowlis & Northern?" No way!