Hi everyone, I've modelised a car with 3dsmax 2018. Because shaders and export tools doesn't work with this version, I've exported it in RF2 with 3dsimed. But it's ok, it seems to work, it is possible to setup materials propreties, objects propreties, etc. When I test the car in Devmode, no problem with Windscreen. In tuning menu or on track, it is transparent, as wished. When I test the car in Single player, Windscreen is transparent in Tuning menu, but opaque on track... Can you help me about that, what I did wrong ? Did I miss something in material setups ? Thanks for your help...
No more success ! I've named textures "carname_windowin" and "carname_windowout" I've separate windows from body (before I've written this message body and windows was same object) It is a "Windowscreen_Outside_Shader" Here is Alpha channel for diffuse and specular textures EDIT : I've tested other shader (T1) it's the same problem; Car windows looks ok in Tuning menu. On track, windows is opaque, black and reflective, whatever the shader...
Ok, problem solved. I call material "carname_windows" in 3dsmax, and it works. It was what you said, Coutie. Thanks for your help !
I've had just one person have this opaque window issue and I have been scratching my head as to why for weeks. I almost had it as a unique video card/settings issue or a cbash/shaders. Nobody else has had the issue. I'll double check that I have the material names set as carname_window_in and carname_window_out. In the gen file is it best practice to name the windows? meshfile=carname_window_in.gmt meshfile=carname_window_out.gmt Currently I have them named meshfile=window_in.gmt meshfile=window_out.gmt