FA-18E SuperHornet-RAAF FSX Cockpit Transparency

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FA-18E SuperHornet-RAAF FSX Cockpit Transparency

Postby Arkycharlie » Thu Oct 30, 2008 3:43 pm

Guys, I'm new around here and could use a little help.
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Re: FA-18E SuperHornet-RAAF FSX Cockpit Transparency

Postby Daube » Thu Oct 30, 2008 7:29 pm

The first part of your post makes me think your are already familiar in editing the alpha channels of textures to make them transparent, right ?

If the "usual" technique does not work, I found that this may be linked to the fact that the original texture had no alpha channel at all at the beginning. So you should try to force DXTBMP to create one (create Alpha black), then send it to the editor for filling it with dark grey, then save then refresh Alpha, then save your texture in DXTBMP, ensuring your are in DXT3 format.
Last edited by Daube on Thu Oct 30, 2008 7:30 pm, edited 1 time in total.
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Re: FA-18E SuperHornet-RAAF FSX Cockpit Transparency

Postby BFMF » Thu Oct 30, 2008 9:29 pm

[quote]Guys, I'm new around here and could use a little help.
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Re: FA-18E SuperHornet-RAAF FSX Cockpit Transparency

Postby Arkycharlie » Fri Oct 31, 2008 8:54 am

Hey guys, thanks for the responses!!
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Re: FA-18E SuperHornet-RAAF FSX Cockpit Transparency

Postby Daube » Fri Oct 31, 2008 8:57 am

I do not have the gaming pc here so I cannot tell the exact file to modify. A good trick, however, would be to look closely at the texture that you can see on the canopy, and then use the "browse images" function in DXTBMP to have a quicker look at the textures of the superhornet. You shoud be able to identify the texture you saw on the canopy quite easilly.
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Re: FA-18E SuperHornet-RAAF FSX Cockpit Transparency

Postby Arkycharlie » Fri Oct 31, 2008 3:23 pm

Daube, I have followed your advice to the best of my ability with absolutely no success.
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Follow-up

Postby Arkycharlie » Fri Oct 31, 2008 5:32 pm

So you should try to force DXTBMP to create one (create Alpha black), then send it to the editor for filling it with dark grey, then save then refresh Alpha, then save your texture in DXTBMP, ensuring your are in DXT3 format.
Interestingly, I have tried "forcing" DXTBmp and Paint to create a black alpha channel on two or three files and for whatever reason, just can't do it.
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