Jahve 0 Posted December 21, 2007 Ive noticed that some objects are visible and some are not though CA textures, though both are PAA, one might be visible through, say, a vehicles windows while another is not... Any ideas? Share this post Link to post Share on other sites
Messiah 2 Posted December 21, 2007 it just sounds like the old fashioned alpha channel bug from OFP? Cut and repaste the object that has the texture applied that's blocking the view of the object. although that seems like something you'd know - could you post a picture, because your explanation only leads me to that conclusion thus far Share this post Link to post Share on other sites
Panda-PL- 0 Posted December 21, 2007 Ive noticed that some objects are visible and some are not though CA textures, though both are PAA, one might be visible through, say, a vehicles windows while another is not... Any ideas? You mean separate objects in the game (two different models) or faces of the same model? Depending on the answer: In second case select the transparent faces and go "faces>move to top". This will move them ontop of alpha layers and (counter-intuititive) will make the other faces visible. If it's the first case: Check if it's not because of ViewGeometry lod not present (then the geometry lod is used instead for viewblock! or covering the objects. If that's not tha cause then you need to add a render flag in RVmat of the glass ("NoZwrite") to disable Z buffer calculation. The drawback is that if you look trougt the surface at fog at horizon the surface gets more transparency. There are also named properties in ArmA like "canocclude" and "canbeoccluded", try setting the canocclude one to zero for the Lod in question if you don't want to disable the Zbuffer calculation for faces. Share this post Link to post Share on other sites
Jahve 0 Posted December 21, 2007 Move to top worked, deadmeat suggested the same... thx Share this post Link to post Share on other sites