Re-exporting transparent stuff from the FPS env. pack in max9
by Fabio Luis Stange · in Artist Corner · 12/29/2006 (1:30 pm) · 3 replies
Hi,
I bought the FPS env. pack, and I need to re-export the IronGates and
other stuff with transparency, but the parts that are supposed to be
transparent are all back. I'm using Max9, just importing the stock
.3ds, changing some stuff that should not have any side-effects and
re-exporting it; I already exported a host of other models from that pack
that do not have transparency with no problem. Any ideas?
PS: I'm not much of a Max user.
Thanks
I bought the FPS env. pack, and I need to re-export the IronGates and
other stuff with transparency, but the parts that are supposed to be
transparent are all back. I'm using Max9, just importing the stock
.3ds, changing some stuff that should not have any side-effects and
re-exporting it; I already exported a host of other models from that pack
that do not have transparency with no problem. Any ideas?
PS: I'm not much of a Max user.
Thanks
#2
"The .3ds files have to have the alpha re-assigned because the conversion program that I use to get them in .3ds format looses the alpha setting in the process."
So I saw that in the material editor, opacity was set to 50, and had no bitmap assigned to it. I set opacity to 100 and assigned the same .png used as diffuse texture, with alpha channel already in it. Rendering inside max now looks a little better, but it still looks as if opacity was set to 50, since the fence is blending with the background color.

Exporting to .dts and opening in-game looks good, but now the fence is always rendered behind the side post, as can be seen on the second screenshot. How do I fix this?

Another problem I'm having that can be seen on the first screenshot: setting the viewport to smooth + highlights is not rendering any textures, so I can't map anything correctly.
Thanks
PS2: I'm more confortable with max now, but still not that much.
01/03/2007 (6:54 am)
Todd pickens said:"The .3ds files have to have the alpha re-assigned because the conversion program that I use to get them in .3ds format looses the alpha setting in the process."
So I saw that in the material editor, opacity was set to 50, and had no bitmap assigned to it. I set opacity to 100 and assigned the same .png used as diffuse texture, with alpha channel already in it. Rendering inside max now looks a little better, but it still looks as if opacity was set to 50, since the fence is blending with the background color.
Exporting to .dts and opening in-game looks good, but now the fence is always rendered behind the side post, as can be seen on the second screenshot. How do I fix this?
Another problem I'm having that can be seen on the first screenshot: setting the viewport to smooth + highlights is not rendering any textures, so I can't map anything correctly.
Thanks
PS2: I'm more confortable with max now, but still not that much.
#3
The oclusion problem was solved detatching the fence polygons from the post. Not sure why, but that solved the problem.
Not rendering textures in the viewport was just the "Show map in viewport" button in the Material Editor.
01/03/2007 (9:18 pm)
Problems solved:The oclusion problem was solved detatching the fence polygons from the post. Not sure why, but that solved the problem.
Not rendering textures in the viewport was just the "Show map in viewport" button in the Material Editor.
Torque Owner Lani
in the material editor you have to put a .png or .tga to enable transparancy.
What happens if you render the scene in max? (shift+Q)