View Full Version : Applying Alpha Transparencies in KRS
Signalmaster
01-14-2008, 02:47 PM
Are there any tutorials out yet on how alpha layers are handled in KRS? For instance, applying a leaf texture to a tree that has air spaces between the leaves and branches or telegraph poles that have insulators shown with alpha layers.
I don't think I found a comprehensive answer in the DevDocs. If it requires several blueprints, that would seem a pain in the bum.
Regards,
Hank
tomkat41
01-14-2008, 05:01 PM
Hi Hank,
I couldn't find anything either so I did it on my own. I'm doing some clouds for
Otto and so far I'm not having any problems with the alpha layers.
Signalmaster
01-14-2008, 07:06 PM
Hi Hank,
I couldn't find anything either so I did it on my own. I'm doing some clouds for
Otto and so far I'm not having any problems with the alpha layers.
Hi, Tom
I'm converting some tel-poles I made with 3DCP for MSTS into RS format. I converted the exact same alpha layer texture panel I uesd in MSTS and tried to use the Asset Editor to create the object in RS. The texture did not work.
Hank
RSDLadam
01-14-2008, 07:12 PM
I'll restrict access to the biscuits until an artist gives me the answer :)
kvr fan
01-16-2008, 06:28 PM
If you are using 3dCanvas you have to fill out the Material attributes in the property panel. I couldn't get them to work and I found this at the 3dcanvass forum
Right click on the object,bring up the property panel
In material Attributes
fill in under RailSim TexDiff
under TX Alpha Transparency
Any other texture you use if it doesn't have a transparency,just put TexDiff in and under TX Alpha put None.
This is what I do now and it works in Rail Sim..
Hope this helps
Hi Folks,
look at 4.02 DEvTools Docs :)
you have to edit your 3D models and use special shader settings for materials (Textures) and convert them.
read you...
Michael
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