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x3kj

Issue with proxy: AO shines through main body

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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?

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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.

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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.

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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

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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

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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.

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