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1 1 of 5 8/30/ :38 PM imagespaceinc.com Private Forums FAQ Search Memberlist Usergroups Profile You have no new messages Log out [ Jan Kohl ] Texture Questions/Problems imagespaceinc.com Forum Index -> Vehicle Discussion View previous topic :: View next topic Author Message Posted: Thu Jun 30, :50 pm Post subject: Texture Questions/Problems Hey guys. Workin on getting the Viper in-game but I am having some texture issues. All issues deal with Transparency. 1) Headlights/Headlight covers. I have my headlight as one mesh and the glass cover over it as a seperate mesh. They use however the same texture, the glass is using transparency (Alpha Map). For some reason the parts of the headlight which according to the alpha map should be totally solid, show transparent and the glass covers transparency is messed up as well. I have tried attaching the glass so it is all one mesh or doing it seperate but neither works right. Do things with alpha NEED to have their own special texture with no other parts assigned to that texture? 2) bgloa- Major issues with this one. For some reason rf refuses to load my texture. It acts as tho my texture is missing, but it is definitely there. Is there a specific naming convention that must be used for the bglo? Could it have anything to do with the fact that I am using transparency on this particular material as well? (Src Alpha, Inv Src Dest blend) Does this particular material need to be a specific dds type? (i.e. DXT5?) 3) Could you tell me what Shader I could use if I want to have Alpha AND a spec map? I have mapped a square with an alpha map, but the entire square has spec on it. Nothing I have tried has been able to get rid of the spec in the spots where it should be transparent. 4) Feature: Skins. Is the WCCARBODY the only material that can be 'skinned'? In other words, is there any way possible for a vehicle to use its own Wheel Texture, or Glass texture? In some series the wheels are painted to match the car paint, but if there is only one wheel/tire texture for all cars of the same make, how could we make the wheel paintable (Other than mapping it to the WCCARBODY

2 2 of 5 8/30/ :38 PM material)? 5) Related to #1. Does any mesh with Alpha need to be seperated from other meshes in order to draw correctly? Or is it better for it to be attached to a mesh for it to draw correctly?...i know there was one more question but I can't remember it to save my life. I will save that till later. Thanks in Advance! tigger #76 Joined: 09 Jul 2004 Posts: 268 Location: Tulsa, Oklahoma Posted: Sat Jul 02, :48 am Post subject: 1 & 5. To expand on Lo's post, overlapping alpha map transparencies will tend to bleed through one another, this even effects pieces that are supposed to be opaque according to the transparency map. It will not matter if you separate the two parts or not, DX rendering just does not handle multiple alpha map transparencies well (N2k3 had the same issues). The chromacolor transparency (ie transparency on or off) does not have the bleed through issues, but you can't do semi transparent with it. I would make the head lights opaque, not transparent at all. I'd map the headlight covers to the window texture and allow the transparency to be adjusted for each car via your paintable windows textures. 4. If you look at the Mustang max file I sent you, you'll see that I'm using a paintable texture for most of the cockpit. I'm planning to have a generic light gray interior texture in the mas file for AI and such, but allow people to paint the cockpit color differently if they chose to. The rest of the info is in the post that was linked earlier. 2. Brake Lights. The brake lights are done with an animated texture (you can look at the Rhez sample car or the Mustang file I sent you). You'll need to use alpha map transparency for the brake light glow. You need an invisible texture (lights off), a partial glow (parking lights, lights on texture), and a bright glow (brakes applied). In a simular way to the lights we did for N2k3, I created a mesh overlay for the brakes and used it for the blglo. You'll need to copy one of the textures to be the referenced texture (ie, if your animation textures are viper_brake_glow00.bmp, viper_brake_glow01.bmp, and viper_brake_glow02.bmp, then you'll need to copy one of these to viper_brake_glow.bmp and that is the texture you select for the brake light material). You'll need to setup the brake light glow material as a three frame animated texture. The brake light and head light glow gmt objects need to use the reserved names that all of the makes use. You can look at any of the various car makes.gen file for reference. 3. I'm not sure what options there are with the latest shaders. In previous version, there were only one or two options that used both specular and alpha maps. One

3 3 of 5 8/30/ :38 PM of the is the one I used for the main body of the Mustang, bump cube alpha plus spec (I'm at work, so I don't have the exact name in front of me right now). Tah Tah For Now! Scott Stockton "I can do all things through Christ who strengthens me." Phil 4:13 Posted: Sat Jul 02, :53 am Post subject: Thanks for the answers Scott. I haven't been gettin much sleep lately. Turns out I had everything set up correctly, but since the texture is referenced in the material, I needed to convert my TGAs to dds files. That fixed it right up. Posted: Sat Jul 02, :32 pm Post subject: Ugh. Now I am having another issue. I have been able to get the texture to work well for the brakes now, however it seems the transparency works correctly in Testing session, but works wrong in Race Weekend. Ugh I am way too tired right now so I will revisit this, unless someone knows off hand what the issue could be. tigger #76 Posted: Sat Jul 02, :12 pm Post subject: wrote:

4 4 of 5 8/30/ :38 PM Ugh. Now I am having another issue. I have been able to get the texture to work well for the brakes now, however it seems the transparency works correctly in Testing session, but works wrong in Race Weekend. Ugh I am way too tired right now so I will revisit this, unless someone knows off hand what the issue could be. Joined: 09 Jul 2004 Posts: 268 Location: Tulsa, Oklahoma IF (and this is a big if) your texture names (and possibly your material name) are the same as ones used for another make of car, it can cause problems in the race weekend. I had issues with this in some of my early testing with cockpit graphics that would change between test and race. In test everything was fine, in race the gauges would pick up the ZR textures. This was fixed when I changed my texture names to be unique. Tah Tah For Now! Scott Stockton "I can do all things through Christ who strengthens me." Phil 4:13 Posted: Tue Jul 05, :02 pm Post subject: I found that Material names must be unique or else wrong textures will be called. However this particular issue doesnt have anything to do with that. The Material name, gmt name and texture names are all unique to the Viper. The texture is STILL loading, however it seems as though the Alpha is changing from partial transparency to Visible or Invisible. Not sure why this would be different from one session to the next. Still looking for help on this one. Is there a difference in how you set up the material for a texture using partial transparency as opposed to the on/off type transparency? Thanks in Advance Display posts from previous: All Posts 6 Oldest First 6 Go imagespaceinc.com Forum Index -> Vehicle Discussion All times are GMT - 5 Hours

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imagespaceinc.com Private Forums Lucky's Track Building Question Thread Goto page Previous 1, 2, 3, 4, 5 Next 1 of 10 8/30/ :54 PM

imagespaceinc.com Private Forums Lucky's Track Building Question Thread Goto page Previous 1, 2, 3, 4, 5 Next 1 of 10 8/30/ :54 PM 1 of 10 8/30/2005 12:54 PM imagespaceinc.com Private Forums FAQ Search Memberlist Usergroups Profile You have no new messages Log out [ Jan Kohl ] 's Track Building Question Thread Goto page Previous 1,

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