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Kydoimos

Model is Semi-Transparent

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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!):

 

2016-01-10_00002_zpsy6vcjzbu.jpg

 

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?

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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 by Jackal326

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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?

 

02_zpst55fxlxi.jpg

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It could be an issue with sewer_gate.rvmat, would you mind posting it so we can take a look.

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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!).

 

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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 :)

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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

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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'.

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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).

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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!

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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?

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