STM_26 Posted August 20, 2017 Share Posted August 20, 2017 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. Link to comment Share on other sites More sharing options...
The Hero Posted August 20, 2017 Share Posted August 20, 2017 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. re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
guard3 Posted August 20, 2017 Share Posted August 20, 2017 (edited) 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 August 20, 2017 by guard3 Tut98 1 Link to comment Share on other sites More sharing options...
The Hero Posted August 20, 2017 Share Posted August 20, 2017 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 ) re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
miclin Posted August 20, 2017 Share Posted August 20, 2017 (edited) 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 August 20, 2017 by miclin Link to comment Share on other sites More sharing options...
The Hero Posted August 20, 2017 Share Posted August 20, 2017 Should be the same in III, VC and SA, yes. re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
STM_26 Posted August 21, 2017 Author Share Posted August 21, 2017 (edited) Well, I'm using dual pass with SAGfx, it looks fine for some texture, but the other have another problem And some texture have transparent opacity And some texture disappear when camera at some position Please help me what the actual problem is Edited August 21, 2017 by STM_26 Link to comment Share on other sites More sharing options...
The Hero Posted August 21, 2017 Share Posted August 21, 2017 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. re3, reVC Tools: RenderWare file converter, DFF importer and exporter for 3ds max III, VC, SA: SkyGfx: PS2 and Xbox graphics for PC, PS2 and Xbox vehicles for PC, Debug menu III, VC: rwd3d9, sharptrails, PS2 and Xbox map for PC III: Skin and Bones, Into TheTimecycle!!!, LC98 VC: Beta Infernus, Phoenix and Cop car SA: PS2 to PC map General: Simple DLL loader My Workshop. Also visit me on github. Link to comment Share on other sites More sharing options...
guard3 Posted August 21, 2017 Share Posted August 21, 2017 (edited) 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 August 21, 2017 by guard3 Link to comment Share on other sites More sharing options...
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