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Posted

Well I have been attempting to make an MFD for a custom cockpit but am having troubles making the symbology show up. I need to display textures which are transparent in some parts, to allow me to overlay symbology over the top of one another. I can make it work in 3ds max 8, however I have had no luck making it appear in game.

 

Here is how it is set up in 3ds max. I can only get it to be transparent in 3ds max by selecting an opacity from the same image. The image is a .tga file, with an alpha channel for the transparent sections.

image2ly.jpg

Skin file here

skin

{

value = 0.0;

material = {"Master instruments", "Standart", "Master instruments.bmp"};

material = {"Master instruments 2", "Standart", "Master instruments 2.bmp"};

material = {"Engine fuel panel master", "Standart", "Engine fuel panel master.bmp"};

material = {"engine fuel panel off", "Standart", "Engine fuel panel off 1.bmp"};

material = {"Panels", "Standart", "Panels.bmp"};

material = {"MFCD", "Standart", "mfcd panel.bmp"};

material = {"mfcd panel 1", "Standart", "mfcd panel 1.bmp"};

material = {"mfd 1", "Standart", "ehsi.tga"};

material = {"mfd display", "Standart", "ehsi.tga"};

material = {"panels 2", "Standart", "panels 2.bmp"};

material = {"panels 3", "Standart", "panels 3.bmp"};

material = {"panels 4", "Standart", "panels 4.bmp"};

material = {"mfcd screens", "Standart", "mfcd.bmp"};

material = {"landing gear annunciators", "Standart", "annunciators.bmp"};

material = {"consoles", "Standart", "right console.bmp"};

material = {"front canopy frame", "Standart", "fixed canopy frame.bmp"};

material = {"canopy frame rear", "Standart", "moving canopy frame.bmp"};

material = {"main structure", "Standart", "main structure.bmp"};

material = {"walls", "Standart", "left wall.bmp"};

material = {"ejection seat", "Standart", "ejection seat.bmp"};

I know there is some way to do this but I just can't seem to crack it. Can anyone help?

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Posted (edited)

aad9e6e14eed.jpg

 

Check this settings in OPACITY map...

 

Please post screenshot with higher resolution.

You have to read the RTFM - Rules OOKT (General summary requirements for the models production).

Use white color for the self-illumination parameter and do not use map for it (uncheck).

 

Too much material in my opinion. Try to use fewer textures.With this implementation flickering and perfomance problem may occur...

Front panel can be combined into one single mesh that will use one single texture.

Edited by Morkva_55

su-24.gif

Posted

Thanks for the suggestions guys,

 

So I can either use white or black for self-illumination, which is the better choice?

 

Morkva_55, I would gladly RTFM if there was one specifically for use with FC2, however there doesn't seem to be any info apart from threads where people have had problems.

 

With the material slots, I probably can condense them into fewer slots, and plan on doing so as I am running low. Flickering and performance hasn't been a problem in game as yet.

 

I just tried the setting you had on your screenshot however still no luck, here is how I have it set up now:

image4yjw.jpg

image3qp.jpg

I wasn't sure if you add the image into the diffuse colour section as you normally do for regular texture mapping, however I have tried with and without and it made no difference. Something interesting is I had an object which was assigned the material that previously occupied this slot, and after I added this material with transparent texture, it showed up in game, however not the one I want to. I am using a plane, not sure if that is a problem, however I also tried with a solid object and again no difference. I even tried cloning the object that the transparent texture did show up on and using that, but still no go. I tried with self-illumination set to black, as well as white, but no go. I'm sure there is some silly little thing I must be doing wrong.

[sIGPIC][/sIGPIC]

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Posted (edited)

Have you appointed the appropriate material "HoledSandart" in LOMUtils scroll in MAX?

Without this the game engine does not display textures with binary transparency (alpha channel)

Edited by Morkva_55
  • Like 1

su-24.gif

Posted

Breakthrough! That was it Morkva_55. I could kiss you.:smilewink: (don't worry I wont)

 

Ontop of changing the material in lomutils to holed standart, I had to change it to that in the skins file as well, which makes sense. Now I've just got to fix up the Sh!tty texture I used for the EHSI. :P

screenshot046d.jpg

screenshot047x.jpg

But I am just glad to have this sorted out. Thanks to all who helped!

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Find us at http://virtual-roulettes.forumotion.com/

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