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Reflective textures are trasparent at night.

Posted:
Fri May 05, 2006 9:51 pm
by Greg Ebnit EApilot
When I turn on my lights at night my reflective textures become transparent. I've seen the fix for it in this forum but cant remember or find the explanation. If someone could inform me of the fix I would appreciate it. Thanks Greg.
Re: Reflective textures are trasparent at night.

Posted:
Fri May 05, 2006 10:52 pm
by Katahu
You need to make a light map and link it to a main texture file that has already been applied to an object within Gmax. Just go to the materials editor link the light map via the "illumination" option but make sure the box is unchecked while keeping the "diffuse" option checked. In a nutshell, it should appear like the following in the editor:
---------Material Editor----------
-------------Maps-----------------
Notes
Notice the suffix letters in each file. The "L" in the second bitmap tells FS that the particular texture shall be rendered as a light texture that blends with the main texture. Also don't forget that both textures must have the same proportions since one will blend in with the other.
As for the whole and thing, don't ask why because I don't know honestly. For some odd reason it seems to work for me that way. But if you like you can try and the box just in case it works as well.
After all is set, make sure that all textures are converted. You can leave the light maps alone they seem to work alright in there normal formats. Please note that illuminating the panels requires a different method since active gauges are involved.
I hope this helped and good luck.
Re: Reflective textures are trasparent at night.

Posted:
Sat May 06, 2006 7:58 pm
by Greg Ebnit EApilot
Thanks Katahu. I think I understand what your saying and will give it a try.
Re: Reflective textures are trasparent at night.

Posted:
Sun May 07, 2006 7:23 am
by Greg Ebnit EApilot
Hey Katahu. I tried your method but could'nt get it to work. I may have been doing it wrong. But I found if I exported with lightmap unchecked in make mdl.exe that it takes care of the problem. My lights still function correctly and my reflections are not transparent when I turn them on. This way I do'nt have to add any additional maps. Just wanted to update my findings for you and anyone else who might read this thread who may be having the same problem. Thanks Greg.
Re: Reflective textures are trasparent at night.

Posted:
Sun May 07, 2006 1:16 pm
by Katahu
Well each modeler's case is unique, so if your method works then stick with it.

Re: Reflective textures are trasparent at night.

Posted:
Sun May 07, 2006 4:40 pm
by alrot
Cosmotic They both have to have the same name for example Fuselage_T.....Fuselage_L the reflecting alpha map which you already convert it,have to have at least 128x128 gray map with the same name only the Suffix _T..._L makes the different............
Hope this helps
Re: Reflective textures are trasparent at night.

Posted:
Sun May 07, 2006 4:40 pm
by Greg Ebnit EApilot
Hey Katahu. I realized today at work that I would probaly have to do what your talking about if I needed to put lighted windows in my fuselage. As it is now the aircraft is a cargo without any passenger windows but I'm thinking of making a passenger a model. All lights are FS stock and gmax materials so I think thats how its working without having the lightmap checked. Now that I'm thinking as type I can see how to make the windows so thanks again for the info. Greg.

Re: Reflective textures are trasparent at night.

Posted:
Sun May 07, 2006 4:53 pm
by Greg Ebnit EApilot
Hey Alrot. Yeah I think my problem was that I was using a 1024 bmp. Main texture with many parts on it and used a copy of it with the _L replacing the _T. This caused the whole texture on the part to light up. I still was unable to get the reflect to work correctly with Katahus method but I'm planning on doing some more experimentation with it later.
Re: Reflective textures are trasparent at night.

Posted:
Sun May 07, 2006 6:48 pm
by alrot
as I said the Light map can be 128x128pixel size,the most important is that both names has to be the same exept the suffix and the end xxx_L xxx..._T