Fernando Jacinto Posted September 8, 2020 Share Posted September 8, 2020 A minha duvida é o seguinte, to lá no sketchup de boa fazendo a modelagem de boas tranquilão ai eu penso "vou fazer uma janela aqui e vai ficar top" ent eu vou lá faço a janela e coloco a textura de vidro do próprio sketchup ou uma textura transparente que eu tenho, no sketchup fica normal nada de estranho aí quando vai pro zmodeler continua normal,MAS quando vai pro mta fica umas linhas brancas aparecendo (dependendo do ângulo) ou a textura nem aparece e fica aquele cinza de textura padrão do sketchup. O motivo de eu querer saber disso,tem uns modeladores ai que sabem converter as modelagem para o mta sem bugar a textura transparente e isso dá um detalhe muito bonito na modelagem deixando apenas um buraco para no map editor vc colocar o painel de vidro do mta no lugar, não fica a mesma coisa.Outro ponto é para detalhes tipo um corrimão com uma parede de vidro nele(em shoppings) Print no zmodeler: https://prnt.sc/uduoam Print no sketchup: https://prnt.sc/udui5a OBS usei de exemplo uma textura de cerca Print no MTA: https://prnt.sc/udusu9 (angulo em que está normal) https://prnt.sc/uduta8 (angulo em que está bugado com uma parede branca) Link to comment
Administrators Tut Posted September 8, 2020 Administrators Share Posted September 8, 2020 Hi Fernando, Can you please try enabling alphaTransparency in the model loading script: https://wiki.multitheftauto.com/wiki/EngineReplaceModel If possible, can you please attach files here? If the alphaTransparency flag doesn't resolve it, please try replacing ID 16445 and see if that works. It should. If this is the only solution, it'd be because this ID uses the appropriate IDE flags for alpha to render correctly. In MTA we can not set these flags yet, so only solution is replacing the models which has that ID, or use a HLSL shader to remake an alpha rendering system. You can find a full list of objects that have both alpha flags enabled, by CTRL F "List of model ID's that use the flag 68" at https://forum.multitheftauto.com/topic/121674-basics-of-vertex-color-and-alpha/. 1 Link to comment
Fernando Jacinto Posted September 8, 2020 Author Share Posted September 8, 2020 (edited) https://cdn.discordapp.com/attachments/752990148051992677/752990177999323336/dff_col_txd.zip txd dff and col https://cdn.discordapp.com/attachments/752990148051992677/752990181472075776/export_sketchup.zip the .3ds with the texture (i was making a motel,at least trying to do) https://cdn.discordapp.com/attachments/752990148051992677/752990966050324490/Motel_modelagem_ainda_nao_feita.skp the .skp if you want it (i only made the fence texture to test this but the first link has it the others don't) Edited September 8, 2020 by Fernando Jacinto i forgot to say something Link to comment
Administrators Tut Posted September 8, 2020 Administrators Share Posted September 8, 2020 The DFF and TXD provided looks fine. I think you'll be able to resolve the issue by enabling the alpha flag. You may also try changing the TXD compression to DXT5 or DXT1. Try DXT1 as last resort, as it does not support pixel transcluency, meaning the edges will be sharp. 1 Link to comment
Fernando Jacinto Posted September 8, 2020 Author Share Posted September 8, 2020 thx but how do i enable the alpha flag? Link to comment
Administrators Tut Posted September 8, 2020 Administrators Share Posted September 8, 2020 Please give my other comment a read, it went over how both alpha flags work. https://forum.multitheftauto.com/topic/127154-ajuda-textura-transparente-em-modelagem/?do=findComment&comment=986309 1 Link to comment
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