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j7n

Making sense of alpha transparency

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j7n

While editing vehicle models in Zmodeler2, I experience the common issue of broken rendering of transparency where we can see through partially transparent sections of a texture. I have read on the subject and understand the overall concept. I learned that it comes down to the order of either or both the objects and the materials. Is it both?


 

 

But sometimes detaching a transparent decal and putting it last fixes the problem and in other times this causes it. How would I go about re-ordering materials in Zmodeler2? Unlike with object nodes, I can only nest one material under another, but not change the order of siblings at the same level.


 

I made a copy of a material with these tags to differentiate it [prim,env:1,trans], and assigned some polys to it. Upon re-importing, the material seems to still be the last, but the trans tag is gone. I don't know how it is represented in the DFF. The transparency in the game is still broken. After poking around some more, I discovered that if I decrease the material's alpha to 254, the transparency is fixed. Do I always need to do that, even when using the existing alpha in the texture?

 


 

 

Is it possible to treat an existing texture with alpha as opaque in Zmodeler without deleting the alpha from TXD? There are numerous options under blending that don't have an effect after export. I want to cut out a decal with polygons and bypass the transparency issue altogether without cutting away too much of the edge.


 

 

 

Apologies for the basic questions that have been discussed many times already.
 

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