namman2 0 Posted July 25, 2012 I have this issue with the glass textures on the merkava mk3 interior , you see the textures get so bright that you can see anything , i've used the old move bottom trick to make the glass work like a periscope (Wich is used on the m113 and other models too and works perfectly) i've used the m113 textures from arma 1 and i've converted them to arma 2 standarts (compression) but still that didn't fix anything here's a foto of the bug Share this post Link to post Share on other sites
Yac 10 Posted July 25, 2012 It looks as though lacking the alpha channel. Alternatively, select the glass on Oxygen 2 and let the faces - move top Share this post Link to post Share on other sites
namman2 0 Posted July 25, 2012 it does have alpha channel , and if i do move top then it wont work and it wont see through so it would be useless Share this post Link to post Share on other sites
Yac 10 Posted July 25, 2012 What are the entries you have in rvmat? Share this post Link to post Share on other sites
namman2 0 Posted July 25, 2012 well it doesn't have rvmat for the windows , could it be the problem? Share this post Link to post Share on other sites
Yac 10 Posted July 25, 2012 Perhaps - I never forget to give rvmat with the effects of glass Share this post Link to post Share on other sites
namman2 0 Posted July 25, 2012 that didn't solve the problem :( Share this post Link to post Share on other sites
mondkalb 1087 Posted July 26, 2012 Are you using the _ca tag at the end of your texture name? Save your texture as yourTextureName_ca.tga, then convert it with texView to .paa so it becomes yourTextureName_ca.paa. Then the alpha-channel should work as expected. Share this post Link to post Share on other sites
namman2 0 Posted July 26, 2012 that didn't fix it i'm afraid , i've tried moving the glass to another proxy but now it wont see through .. Share this post Link to post Share on other sites
Yac 10 Posted July 26, 2012 How do you want to send me a PM - I see what and how :) Share this post Link to post Share on other sites
mondkalb 1087 Posted July 27, 2012 Did you save your .tga as 24bits/pixel or 32bits/pixel? You need to save it with 32bits/pixel for the alpha channel to work. You can verify if you actually have an alpha channel in your .paa texture buy using the second display in TexView. Use it to show the alpha mask only. Share this post Link to post Share on other sites
namman2 0 Posted July 27, 2012 here is a more explanation to the problem , you see the alpha and faces order is 100% correct in o2 you see that you can see the hull and the turret from the periscope but in game it's too bright that you can even see anything from there , here are the rvmat's configs Share this post Link to post Share on other sites
Yac 10 Posted July 27, 2012 Disable NoAlphaWrite and NoColorWrite, you do not have a link to #(ai,64,64,1)fresnelGlass() Share this post Link to post Share on other sites
namman2 0 Posted July 30, 2012 I've tried everything , still no luck :( , i've even used textures from arma 2 models but the problem is still there Share this post Link to post Share on other sites
mondkalb 1087 Posted July 30, 2012 Check if your LOD that has the problems is using any weird/odd namedProperties. Also, try the alpha-texture on a new/different project that has other alpha textures that definitely work. Share this post Link to post Share on other sites
namman2 0 Posted August 1, 2012 i've tried everything , but i noticed another thing that the game ignores the cargo view shadow and uses the normal shadow , and i've checked everything named properties everything i cant see the problem Share this post Link to post Share on other sites
Yac 10 Posted August 2, 2012 You have link a PM from me :) Firstly - the texture of glass that *.tga was not _ca.paa and invalid rvmat. Secondly - mess with UVset. It all improved and in my glass looks fine. I made a new texture glass with rvmat and are in the "glass" folder. By the way, remember that whatever you do it at the end, use of glass elements MUST have a face to the top. Regards Share this post Link to post Share on other sites