Cockpit Glass
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in vanilla, the glasses do not have any textures. also, the mat exporter doesn’t know, which material you want to be transparent or semi-transparent, so you need to edit your mat file afterwards yourself with the utf editor. you open it up, search for the glass material (you should be knowing the name of it yourself). then you edit the type as string to the value “DcDtOcOt”, add a Oc node with two float values - the second one being 0.0 and the first one being the opacity as percentage (1 - <relative transparency=“” you=“” want=“”>).
if you have no texture, the only other node you’d need is Dc defining absolute diffusion values of red, green, blue light and a fourth float being 0.0, too.</relative> -
well, i wouldn’t know, why you’d need a texture for a glass face. it is possible to apply textures to them though, however, they schould not be transparent themselves. either via an opacity texture or via a total opacity channel the faces in FL should be made transparent/semi-transparent.
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Might as well reuse this thread as it’s close enough;
With a custom ship, parts of the ship are invisible through the transparent glass. Is this a known problem with a known fix?
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If you look at standard fl ships they all have a cockpit, lots of custom ships are just a shell with a texture. Unless you stick a cockpit around the pilot then you will see through the ship as you’re looking at the shells textures from behind. No big deal really unless you’re looking to be fussy.
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It does have cockpit modelled and textured.
EDIT: And just to be clear, I don’t mean a cockpit cmp, I mean it has a basic cockpit modeled into the ship mesh. -
@Bob
I had this problem once when the cockpit glass was part of a ship component group. The whole interior of the ship was visible thru the cockpit glass.
Separating the glass from the component, putting it in its own “glass” group and re-exporting solved the problem, at least for me anyway -
The glass is also in it’s own group.
I might direct the modeller here, maybe I’ve missed something fundamental. xD -
Don’t forget ships need to be have a material with the name of “glass” for the cocpit window, ie: yourshipname_glass_01, or else doesn’t matter what just “glass” should be there somewhere.
Where does this problem appear?.. in the game or in a modelling program when you do the texturing process.
A screeine would be helpfull. -
Yep, they are.
I had a thought in maybe that the texture for the interior wasn’t working, but it seems fine.See attached, on closer inspection it seems like it’s just making the rest of the ship behind the glass invisible, not parts of the ship like I originally thought.
EDIT: Don’t mind my taskbar, it likes to intrude.
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Check that little flap below “Emissive” of glass mat in ms3d. Where is it, left or right?
I can see many problems on the first pic: there are more than one textures covering each other, it doesn’t mean that these bugs have caused the trouble but you’d better fix them.One more q: how did you make this ship? From scratch or redoed the crusader in ms3d?
Have you played with “face/reverse vertex order”? -
It’s to the right.
And well, I’m not the modeller or texturer so it’s hard to answer the rest. xD
I’m talking to him about it currently, I’ll report back after we’re done, either positively or negatively xD
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Well, giving it it’s own .mat seems to have fixed the problem.
Why? I don’t know personally, but it works and I’m relatively happy with that. -
A new .mat for what, the new ship or just the glass?
Very probably a bad texture name.
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StarTrader wrote:
A new .mat for what, the new ship or just the glass?Very probably a bad texture name.
Ya, that’s what I’m thinking, too.
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Sorry, the ship.
It was using the bret playerships .mat before, names were correct to reference it, but, eh.