Hi Brett
Sorry that last answer was a bit of a drive by :)
its always hard to determin how much detail an answer should have
Ok fsds3 has a bug which causes some issues with multiple transperent textures if your not up to hand editing the xfile then you need to stick to a couple of rules
the following is a email Ive sent some ppl that has helped with explantions
> your only allowed 1x non _t Texture for transparency all other textures
> must have a _t modifier eg: mywing.bmp should be mywing_t.bmp
*What about a clear texture for the prop and one for the glass. How do you handle that and what does the "t" do in the bmp name?*
Combine all the transparent textures into one so the props canopy ect are all mapped to the same texture,normally 512X512 is sufficant for a normal project but if your using transparency for say for a nets and a heap of windows then it may need to be 1024X1024 the _t tells makemdl that the alpha channel in the bmp is used for reflective not transparency,unforanatly at the mo if you have more than 1 non _t texture the xfile/asm file gets mucked up at compile time
>
> you cannot have any of the checkboxs checked in FSDS3 texture editor
> (except 1 x ,L for the gauge panel texture) use the makemdl options to set reflective lightmapp ect,to get to
> these if you havnt done so already rename the MakeMdlAircraftParms.txt in the main fsds3 folder to something like MakeMdlAircraftParms.bu
*So you don't check the "reflect" box or any of that checked for normal specular parts?*
yes thats right when you look at the texture manager in fsds you should see no,A,R ect If you rename or remove the MakeMdlAircraftParms.txt file from the
fsds3 main folder this will prevent fsds using batch mode and make the makemdl option come
up at compile time,giving you the checkboxs for reflection ect
> If you use the ,L in fsds3 for the _panel_ texture you need to have a small texture with a _L modifier
> for every _t texture otherwise the _t textures go transparent or vanish
> at night
>
also if after doing all the above and some of trans textures and or panel go reflective do a merg list and group all the parts that are mapped to your single transparent texture together,this 9 out of 10 times sorts out the texture list getting mixed up at compile time
see if the above clears up the confussion if not post back and Ill talk ya through it all.I know it sounds a bit daunting but its just my lousy text skills
cheers
Wozza