Hi there,
I ported a terminal into AFFS 2 but it displays a bit strange. I used ModelConverterX and AC3D.
I used the 1s switch to have only one side like the video tutorial from the wiki.
Hi there,
I ported a terminal into AFFS 2 but it displays a bit strange. I used ModelConverterX and AC3D.
I used the 1s switch to have only one side like the video tutorial from the wiki.
Hi,
I guess some of your original model textures have an alpha layer.
There's a bug in AFS2 making object surfaces partially transparent when some textures have an alpha layer.
That's nasty, because many objects need alpha layers for transparency, and AFS2 makes the wrong surfaces transparent...
Hope this will get fixed soon.
In the meantime, if your object doesn't need the alpha layer, just remove it...
Cheers and good luck
Antoine
Hm... shouldn't be the case... but possible. Thanks for the idea.
Hi Michael,
I don't know AC3D and don't use MCX for FS2, so I can just guess.
Are you exporting it at some point in one of the common formats like Collada, FBX, etc? There can be sometimes some wired outcome.
It's a bit hard to see it on the picture, but it could also be flipped normals.
If you want, send it to me by mail. I'll check how it looks in Max and what happens when exporting it from there.
Kai
Hi Michael
Are any of your textures .PNG format as these can be transparent even without an alpha channel. If so convert to a BMP and try again. Else it could be what Kai has mentioned with flipped normals.
Steve
I run into this problem often when "Minimizing Drawcalls" through MCX (might not be your case). So my temporary work around is just redo and skip Drawcalls for problem models. Unfortunately you are left with alot of ttx. files if you go that route.
flipped normals was my first guess. I can do it in gmax. But I do not know if this can be fixed in ac3d.
i already converted the dds to bmp.
I run into this problem often when "Minimizing Drawcalls" through MCX (might not be your case). So my temporary work around is just redo and skip Drawcalls for problem models. Unfortunately you are left with alot of ttx. files if you go that route.
ah, this could be the case. i will try.
if you don't minimize drawcalls, just make sure your model doesn't use material, otherwise it will be skipped by AFS2 converter: all surfaces must be textured.
Minimize drawcalls replaces all material with a texture, hence a much recommended step for conversion towards AFS2.
Just check all your BMPs are 24bit bitmap, I.e. no alpha channel.
Cheers
Antoine
This is "just" a conversion of an existing object from a FSX scenery. Would be nice if it's working. If not, i need to build it by myself. Thank you all for the hinds. I will try tomorrow, no time for today.
Ok, just some feedback, There is definitely no alpha channel on the bitmaps. Now I have also not optimized the textures nor I have minimized draw calls with MCX. Same result. I really think it has something to do with flipped normals.
Before I send you, Kai, this stuff I will try to export it into gmax to have a look.
Jet-Pack (IPACS) : Thank you for correcting the header. I was typing on the cell phone.
Thank you for the feedback, MCX has tools to check surface normals and invert them where necessary.
Good luck
Cheers
Antoine
Please check whether it is a 32bit file. If yes, save it to 24bit. With irfanview press I for information, then just save it as 24 bit.
Just check all your BMPs are 24bit bitmap, I.e. no alpha channel.
There is definitely no alpha channel on the bitmaps.
Please check whether it is a 32bit file. If yes, save it to 24bit. With irfanview press I for information, then just save it as 24 bit.
Yes, that was it, I guess it's not perfect but 24bit made it.
er.... you stated you had no alpha channel, but your issue was definitely that you had alpha channel in your textures (32bit bmp)...
Even an empty alpha channel IS an alpha channel for the AFS2 graphic engine bug...
Cheers
Antoine
yes. In Corel paint shop x... It does not displayed any alpha channel. The option for the alpha channel was greyed out.
All the grafic programs do it a bit different. I discovered the empty Alpha with the imagetool from the p3d SDK.