Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. The Criminal Enterprises
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Support

    3. Suggestions

*DO NOT* SHARE MEDIA OR LINKS TO LEAKED COPYRIGHTED MATERIAL. Discussion is allowed.

[SA] Alpha texture problem


STM_26
 Share

Recommended Posts

I need help with alpha texture. When camera is like the first picture, there is no problem. But when I look straight into the texture, the texture looks like it have lower resolution (I don't know what to call it). I've tried to solve this problem but until now I can't figure it out.

enb2017_8_20_12_35_26.png
enb2017_8_20_12_35_30.png

 

Link to comment
Share on other sites

That's the alpha test. Put the shadows into a separate model and give it IDE flag 64. Or use the dual pass in skygfx.

Link to comment
Share on other sites

Rearrange material IDs in 3ds max. The materials with alpha need to be placed last.

Ex. If your model has 14 materials and 3 of them have transparent textures, then ID 1-11 will be only non transparent textures and 12-14 only transparent textures. If you just use dualpass, it will make the textures look better, but they'll be a liiiitle bit sharp around the edges. Material rearrangement ensures that the textures will blend nicely ;)

Edited by guard3
Link to comment
Share on other sites

It looks like draw order is not the problem here. Just that alpha values are clipped. Flag 64 disables the alpha test and drawing to the z buffer. Should probably be used with flag 4 so that the object is placed in the alpha list and drawn last. R* introduced that flag (64) with PC III because of the tree and track shadows (PS2 didn't need it :))

Link to comment
Share on other sites

It looks like draw order is not the problem here. Just that alpha values are clipped. Flag 64 disables the alpha test and drawing to the z buffer. Should probably be used with flag 4 so that the object is placed in the alpha list and drawn last. R* introduced that flag (64) with PC III because of the tree and track shadows (PS2 didn't need it :))

Could you be so kind and update the 64 flag on https://www.gtamodding.com/wiki/Item_Definitionwith the right description? :)

 

or is the III/VC already technically correct? so we can just copy it to SA?

Edited by miclin
Link to comment
Share on other sites

Well, I'm using dual pass with SAGfx, it looks fine for some texture, but the other have another problem

enb2017_8_21_13_6_39.png
enb2017_8_21_13_6_42.png

 

And some texture have transparent opacity

enb2017_8_21_13_7_27.png
enb2017_8_21_13_7_41.png

 

And some texture disappear when camera at some position

enb2017_8_21_13_8_17.png
enb2017_8_21_13_8_20.png

 

Please help me what the actual problem is :panic:

Edited by STM_26
Link to comment
Share on other sites

Hm, some of these look like they can be solved by reordering the materials such that the transparent ones come last. Not sure if all though. Best report back when you have done that.

Link to comment
Share on other sites

I think the draw order will fix everything, because all the bugs seem to be because of self-transparency.

I can even see a thin blue outline to the graffitis in the third pic.

If the object texture is buggy when viewed on another object (if the shadows are separate objects for example), then the flags come in handy. Either the shadow = 64, or shadow = 4 and object = 0.

Edited by guard3
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.