I have changed every thing i can think of in max to get the alpha to work on my fence in the game . Could some one post what settings they use in max 2010 to make alpha work on materials . thanks for any help .
Setting up the material for transparency is no different than it was for rF1, using Src Alpha and Inv Src Alpha for the Source and Destination blend respectively. I would recommend trying chroma transparency too. Chroma no longer comes at an awful graphics quality cost, and it is quite a bit faster to render than alpha transparency. Trees and fences of the ISI tracks are using chroma.
thanks that worked today but for some reason it would not last night lol hey new day new luck lol . thanks again
I use Src Alpha and Inv Sr, the DDS have alpha channel, change to chroma but i can't see transparency in viewport!
You should be able to see the transparency by rendering the object in Max instead of having to go through the pain of loading the game.
I usually set up a twin material and use standard max mat when I need to see transparency, then switch them back to gmat when I go to export.
I never use MAX for tracks, before rf2 used Bob's Track Builder Now i know why BTB exist. Come on ISI pay to brendon i make a good editor!!
You might chose "Alpha as Gray" instead of "RGB" in the map interface of the transparent material. It allows you to map the object properly.
I bought the BTB. What I meant was that the ISI could "afford" to Brendon Pywell, and make a good editor for the specific RF2. So securing a better support tracbuilders and consequently better quality of circuits.