Helifreak 0 Posted December 14, 2005 I have a working hiddenselection; this is the part in the config, that calls up the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { init="_this exec {\FW_Basic\scr\init_ZF.sqs}"; }; And this is the "init_ZF.sqs"-script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _man = _this select 0 [_man] exec "\FW_Basic\scr\PA.sqs" _man setobjecttexture [0, "\FW_Basic\t\Name.pac"] _man setobjecttexture [1, "\FW_Basic\t\A_ZF.pac"] exit Ingame those parts of the alphachannel are black, which are suppossed to be transparent. The texture itsself is fine, at least it works when I'll put it on other parts of the model. Any ideas what might be the problem? Share this post Link to post Share on other sites
cell7 0 Posted December 14, 2005 This usually happens to models that have not been binarized correctly. Make sure you have the texture in the folder to be binarized together with the p3d. Also transparent (or alphachannel) textures look better as a paa. Share this post Link to post Share on other sites
Helifreak 0 Posted December 14, 2005 The modell isn't binarized at all. Share this post Link to post Share on other sites
cell7 0 Posted December 14, 2005 The modell isn't binarized at all. Ok. So it looks fine on Bulldozer? Firstly convert the texture as a paa and apply it again. Share this post Link to post Share on other sites
Helifreak 0 Posted December 14, 2005 Didn't work. As already mentioned, the texture itsself is fine. It has to be another problem... Share this post Link to post Share on other sites
hardrock 1 Posted December 14, 2005 Is the texture preloaded correctly when loading it with setObjectTexture? (i.e. already applied to another part of the model) Share this post Link to post Share on other sites
Helifreak 0 Posted December 14, 2005 Yeah, but that didn't solve the bug either. Share this post Link to post Share on other sites
Rastavovich 0 Posted December 15, 2005 Problem is in using .pac files which do not support alpha channel IIRC. Use .paa instead. Share this post Link to post Share on other sites
Helifreak 0 Posted December 15, 2005 Problem is in using .pac files which do not support alpha channel IIRC. Use .paa instead. They do, but you only have one color for the alphachannel, which means the part is either completely transparent or not transparent at all. As I already said twice, the texture itsself is fine and works without problems, when I don't use them on this selection. Share this post Link to post Share on other sites
Rastavovich 0 Posted December 15, 2005 ah, my bad, didn't read through the script example.. maybe your black comes from the modelpart behind the hiddenselection? what happens if you dont apply a texture at all, is then everything black there? Share this post Link to post Share on other sites
Helifreak 0 Posted December 15, 2005 No, it doesn't come from the background Share this post Link to post Share on other sites
Footmunch 0 Posted December 17, 2005 Maybe try moving those faces up (or down) in the alpha ordering. This is done in the 'Faces' menu in O2. The roundel packs uses transparent PAA's with setobjecttexture, so it's not an engine problem. Can you use PAA's instead? Do you still have the original TGA file? Share this post Link to post Share on other sites
nephilim 0 Posted December 18, 2005 had the same issue how to solve it: black areas mean that the alpha channel is not used by the method the textures been applied, you may ahve applied the alpha texture btu onyl with teh soldi parts and the slpha channeled part is unused apply the alpha channel texure on the whole part yso you can see the alpha channel in oxygen ( or rather seeign thru it :P ) now at start up ud usually setobjecttexture the normal texture then apply the otehr one Share this post Link to post Share on other sites
hardrock 1 Posted December 18, 2005 you may ahve applied the alpha texture btu onyl with teh soldi partsand the slpha channeled part is unused apply the alpha channel texure on the whole part yso you can see the alpha channel in oxygen Are you doing this on purpose? I mean come on, it's basically not possible to have 9 typing errors in three lines only. Or is that some trick of you so that only half of the english speaking community can understand what you're saying? Share this post Link to post Share on other sites
Helifreak 0 Posted December 18, 2005 Can you use PAA's instead? Do you still have the original TGA file? Yes, I have (of course ;-) ). But I want to use .pac files, because of other engine issues. I tested around with it two days ago, and after about 2 hours it finally worked. I can't say for sure what change it made working, but I think it worked because I modelled the selection new, and laid the texture on it once more by hand. (maybe that's similar to what Nephilim now also wanted me to do). Now it works, thanks for all your help, Greetings, Helifreak Share this post Link to post Share on other sites
nephilim 0 Posted December 31, 2005 look at the tiem of posting 1 am + i was on novocaine Share this post Link to post Share on other sites