Elvas Tower: Alpha visiblity in Passenger view - Elvas Tower

Jump to content

  • 2 Pages +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

Alpha visiblity in Passenger view Behaves like 1bit Alpha Rate Topic: -----

#16 User is offline   Hamza97 

  • Engineer
  • Group: Posts: Contributing Member
  • Posts: 606
  • Joined: 01-March 15
  • Gender:Male
  • Simulator:Open Rails
  • Country:

Posted 24 May 2022 - 10:01 PM

Hello All ..

Finally solved the issue :yahoo:

The glass is appearing as intended.

As I said before was tying various things to get the glass to appear. As a last resort I tried messing with the NAMED SHADERS at top the shape file.

    shader_names ( 2
        named_shader ( BlendATexDiff )
        named_shader ( TexDiff )
    )


This is how that part initially looked. The first shader obviously for alpha material and next one standard shader for rest of textures. I modified the entry to like this :

    shader_names ( 2
        named_shader ( BlendATexDiff )
        named_shader ( BlendATexDiff )
    )


Saved the file, loaded game and crossed fingers hoping that glass appears properly and it did ... :drinks:


Now, I have not much programming insight on how this modification worked but for the moment this seems to work and solved the issue.

#17 User is offline   superheatedsteam 

  • Engineer
  • Group: Posts: Contributing Member
  • Posts: 608
  • Joined: 28-June 08
  • Location:Perth, WA
  • Country:

Posted 25 May 2022 - 01:55 AM

I'm also glad that you managed to resolve your issue.

Unfortunately my issue persists with OR v1.4 / Monogame. I have only the one texture applied to my model.

shader_names ( 1
named_shader ( BlendATexDiff )
)

Thanks for updating us with your results.

Cheers,

Marek.

#18 User is offline   Hamza97 

  • Engineer
  • Group: Posts: Contributing Member
  • Posts: 606
  • Joined: 01-March 15
  • Gender:Male
  • Simulator:Open Rails
  • Country:

Posted 26 May 2022 - 08:01 PM

Try separating the alpha and rest of texture into two separate material ( & textures ) and then modifying the shape file in the same way as I did. Worth a shot maybe ... :wtf01:

#19 User is offline   superheatedsteam 

  • Engineer
  • Group: Posts: Contributing Member
  • Posts: 608
  • Joined: 28-June 08
  • Location:Perth, WA
  • Country:

Posted 27 May 2022 - 05:39 PM

View PostHamza97, on 26 May 2022 - 08:01 PM, said:

Try separating the alpha and rest of texture into two separate material ( & textures ) and then modifying the shape file in the same way as I did. Worth a shot maybe ... :wtf01:


Hi Hamza97,

Your suggestion of adding an additional material/texture to the model for the 'glass' objects has worked around the issue I was experiencing. I tried different combinations of geometry configuration but these did not make any difference in my model. There was no requirement for me to manually edit the .S file to achieve this result.

In my .S file I still have:

shader_names ( 1
named_shader ( BlendATexDiff )
)

Though further down the .S file I have the reference to the additional ace file that has been applied to the windows.

images ( 2
image ( cab_generic_emd.ace )
image ( cab_generic_emd_windows.ace )
)
textures ( 2
texture ( 0 0 0.0 ff000000 )
texture ( 1 0 0.0 ff000000 )
)

An unexpected and perplexing benefit was an additional ~6 FPS.

My preference would have been just to have a single texture applied to the entire model so that it had consistent and expected behaviour like in OR v1.3, but I am moving on.

My thanks to everyone who helped work the problem.

Cheers,

Marek.

#20 User is offline   Hamza97 

  • Engineer
  • Group: Posts: Contributing Member
  • Posts: 606
  • Joined: 01-March 15
  • Gender:Male
  • Simulator:Open Rails
  • Country:

Posted 27 May 2022 - 08:31 PM

Quote

Your suggestion of adding an additional material/texture to the model for the 'glass' objects has worked around the issue I was experiencing. I tried different combinations of geometry configuration but these did not make any difference in my model. There was no requirement for me to manually edit the .S file to achieve this result.


Great ... :thumbup3:


Quote

An unexpected and perplexing benefit was an additional ~6 FPS.


That`s strange .. :wtf01:

  • 2 Pages +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users