x3kj 1247 Posted January 10, 2016 I've got an issue with one of my tanks. I exceeded maximum vertex count, therefore i have to use a proxy. So i made a proxy of the hull, the rest is in the main.p3d The problem is that the AO of the proxied parts shines through the main body. I tried changing the location of the shadow LOD so far (put the shadow of the hull into main.p3d and back again) but that doesn't change anything. https://youtu.be/3sFtMbyLLpg Does anybody have any clues what could fix this? Share this post Link to post Share on other sites
Jackal326 1181 Posted January 10, 2016 This may (or may not) help. Share this post Link to post Share on other sites
x3kj 1247 Posted January 11, 2016 it's only the proxy that is behaving like this (shining through) - all other parts behave correctly. I used a _ca texture (DXT5 with alpha) and have this issue - the names are correct pre conversion. I also tried a _co texture (DXT1 with alpha) - this "solves the issue" of shining through. BUT it is only a 1 bit alpha, making the tracks look very janky, which is not what i want. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted January 11, 2016 This is why you should always map parts that need to use an alpha (such as your tracks) to a separate texture panel rather than including them on the main body textures. I.e. use _co for the main body and have a separate _ca for the tracks. See BIS vehicles: Tanks, tracked APCs etc. have their track mapped to their own 512*512 _ca.paa (e.g. armor_f_beta\apc_tracked_01\data\mbt_01_track_co.paa) and main hull, turret etc. textures are 2048*2048 _co.paa. Likewise; car, aircraft, house etc. windows are mapped on to an extra _ca.paa, weapon optics lenses are are mapped to an extra _ca.paa and so on and so on. Share this post Link to post Share on other sites
x3kj 1247 Posted January 12, 2016 The tracks ARE a seperate texture. It's not the first time i do this. But the first time to require a major part of the hull to be proxied away.When i move stuff from main.p3d to proxy, those parts will shine through, despite having standard _co textures without alpha (before and after conversion). And vice versa-> from proxy to main.p3d, those parts won't shine through anymore. have a separate _ca for the tracks The current A3 models have _co textures with alpha for the tracks (DXT1 with 1 bit alpha). I also noticed this: http://feedback.arma3.com/view.php?id=27319 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted January 12, 2016 Right, sorry - I read this bit wrong: I used a _ca texture (DXT5 with alpha) and have this issue - the names are correct pre conversion. I also tried a _co texture (DXT1 with alpha) - this "solves the issue" of shining through. BUT it is only a 1 bit alpha, making the tracks look very janky, which is not what i want. It sounded very much like you were using one texture for the hull and the track Share this post Link to post Share on other sites
Jackal326 1181 Posted January 12, 2016 Right, sorry - I read this bit wrong: It sounded very much like you were using one texture for the hull and the track TBH that's how I read it too. Share this post Link to post Share on other sites