Hi all.... I am not an expert on 3DsMax but I am trying to convert model from rF1 to rF2.... All goes well (almost well... acceptable.... is better) but i can't succeed to make a trasparent windows.... neither for inside cockpit or for external view. There is a shader for the internal and external windows under gMat option, but when i render it in the game (and in the showroom) it is like an aluminium plate... Suggestion?????? Thx....
I used another material instead of the windows material for now until their is a tutorial,I think I used something like Cube map lerp alpha reflect t1
The window uses alpha for transparency, using the alpha for reflect in this case would not work. To be transparent, alpha needs to be on the black side of things. (white = opaque . black = transparent) For alpha reflect to work, the alpha needs to be on the white side of things. (white = reflect . black = no reflect) So as you can see they work against each other. A simple, cubemap specular colour t1 would be better, then you set the cube blend percentage to a comfortable value and the spec value quite high. But in saying all that, there are infact special window shaders there all ready, scroll right down the bottom of the list. Windshield Outside is what you want.
This is with Cube map lerp alpha reflect T1 View attachment 809 It's not perfect, but I haven't tweaked settings yet. Now when I use Windsheild outside I just get 100% reflection so the windows look like a chrome sheet.
.... no, it doesn't work at all.... I tried all kind of combination between black and wait, and all kind of material.... with or without specular and cube maps and, I add, I am not able to do ANY transparent material. Could be a 3DsMax 2010 issue?????? Could be a GMT problem? I have to reset all material before to start to convert it? I tried also the megane2009 DDS but nothing... Use Windows shader at this moment is not usefull because it does not work and beacuse it has a lot of unimplmented features for now and my first problem it to succeed to make one (grrrrrrrrrrrrrrrrrr) transparent material. Thanks in advantage and please... help me to resolve....
I used the cube map specular T1, src alpha and inv src alpha, REFMAP0 with live mapper, and looks good, i think a bit easier then the windshield outside shader. And the cube blend is 20%
WOW!!!!!..... thank you... now it works.... BTW thanks to all of you, the succes is a mix of all your answer....
Windsheild outside shader settings I used were... SRC ALPHA/INV SRC ALPHA Map 1 - Diffuse - Black texture with 100% transparent alpha (black) Map 2 - Specular - Just a basic light grey texture Map 3 - Alpha Mask - Just copied Map 1 texture for now as unsure what this is for. Map 4 - Damage - Just copied Map 1 yexture for now while testing. Map 5 - Rain - Just copied Map 1 yexture for now while testing. Map 6 - Dirt - Just copied Map 1 yexture for now while testing. Map 7 - Cube - Car Cube DX9, live mapper enabled, 40% cube blend. With the Alpha Mask/Damage/Rain and Dirt textures I copied the main diffuse and renamed them so I could swap them out later for damage/dirt etc maps without re exporting. View attachment 822
If the max plugin allowed the results of the shader settings to be visible in max's material editor, it would save a lot of time and be way more productive. any chance of that?
Mario has made some DX shaders for max that do a similar thing to what gmotor does. http://isiforums.net/f/showthread.php/8174-Track-modding-MaxScripts
What I meant was gmotor doing something it does not currently do, rather than something else that does what gmotor currently does if that makes sense. : )