Kydoimos 916 Posted January 10, 2016 Hi all, Having a bit of a problem with my model becoming semi-transparent (just in the testing phase at present - hence the texture looking stretched!): As you can see, the figure behind the mateal object is partly visible. Now, I have a plane with an alpha texture mapped to it as part of the model, and I've sorted its faces to the top; it's to enable some cobweb effects. Trouble is, this plane is making the entire model semi-transparent for some reason. Any ideas where I'm going wrong? Share this post Link to post Share on other sites
Jackal326 1181 Posted January 10, 2016 (edited) Damn it, I've seen this error posted here before, but I can't for the life of me remember either how to fix it, or where the thread was (could have been here or in troubleshooting). I'll keep digging to see if I can find it. In the meantime, maybe re-map the _ca.paa to a _co.paa texture and see if that fixes it. Partly related, a similar problem I've tried to help out with (no idea if my suggestions worked as the guy never posted a reply, feel free to try my suggestions) EDIT: Just found the thread I was looking for. Going from what da12thMonkey said, make sure the main part of your structure is using the correct texture naming convention (in this case_co.paa) and that it does not contain an alpha channel. The cobweb effect should be a separate texture (using _ca.paa as its suffix). Edited January 10, 2016 by Jackal326 Share this post Link to post Share on other sites
Kydoimos 916 Posted January 10, 2016 Hi, Jackal, Thanks for your swift words of advice :P Going from what da12thMonkey said, make sure the main part of your structure is using the correct texture naming convention (in this case_co.paa) and that it does not contain an alpha channel. The cobweb effect should be a separate texture (using _ca.paa as its suffix). I've got the cobweb texture as a separate paa, with the relevant .ca suffix. I also have the other textures with the .co suffix. But I'm still having the transparency issue. I tried it both with and without an RVMAT, but it didn't make any difference. Any other ideas, matey? Share this post Link to post Share on other sites
Jackal326 1181 Posted January 10, 2016 It could be an issue with sewer_gate.rvmat, would you mind posting it so we can take a look. Share this post Link to post Share on other sites
Kydoimos 916 Posted January 10, 2016 It could be an issue with sewer_gate.rvmat, would you mind posting it so we can take a look. Sure thing! It's just below: ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.15, 0.15, 0.15, 0.15}; specularPower = 10; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "Test_Door\Sewer_Metal_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage4 { texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage5 { texture = "Test_Door\Sewer_Metal_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage6 { texture = "#(ai,32,128,1)fresnel(7.06,1.11)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage7 { texture = "a3\data_f\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; I just added in this test RVMAT, but the problem persisted beforehand (thought it might resolve the issue by adding the RVMAT - but alas, it was not meant to be!). Share this post Link to post Share on other sites
Jackal326 1181 Posted January 10, 2016 OK, its a complete stab in the dark as rvmats aren't my speciality, but try forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,0}; I highly doubt it will have any impact, but I'm clutching at straws here :) Share this post Link to post Share on other sites
Kydoimos 916 Posted January 10, 2016 OK, its a complete stab in the dark as rvmats aren't my speciality, but try forcedDiffuse[]={0,0,0,1};emmisive[]={0,0,0,0}; I highly doubt it will have any impact, but I'm clutching at straws here :) Ah, bless you for the suggestion, mate! Alas, no success! :P Share this post Link to post Share on other sites
Jackal326 1181 Posted January 10, 2016 Completely un-related, but why do you have two 'Geometry' lods? Share this post Link to post Share on other sites
Kydoimos 916 Posted January 11, 2016 Completely un-related, but why do you have two 'Geometry' lods? One's a Geometry Physx Lod :) For some reason, the naming convention defaults to 'geometry'. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted January 11, 2016 Is the texture named test_door_sewer_metal_co.tga before you convert it to test_door_sewer_metal_co.paa? The naming suffix is used during the conversion process so needs to be on the original file before it is processed through image2paa. Renaming the .paa file to add the suffix after the fact, doesn't change the way the .paa is formatted. btw - you can actually apply the textures and written paths in your .rvmat as .tga files, and everything will get converted to .paa when you view the model in buldozer or binarise it. The only occasions you really need to manually convert .tga to .paa is when you're working with isolated image files in the .pbo that are only called via config or script (such as alternate texture variants applied using hiddenselectionstextures in the config). 1 Share this post Link to post Share on other sites
Kydoimos 916 Posted January 11, 2016 Is the texture named test_door_sewer_metal_co.tga before you convert it to test_door_sewer_metal_co.paa? That my friend, is a very good question! :D Will check that out and report back - splendid idea! I had no idea the conversion process transpires at that point! Share this post Link to post Share on other sites
thoops99 14 Posted June 2, 2017 On 1/11/2016 at 4:58 AM, Kydoimos said: That my friend, is a very good question! :D Will check that out and report back - splendid idea! I had no idea the conversion process transpires at that point! Did you ever find a fix? Share this post Link to post Share on other sites