Product Chat / What's up with transparency here?

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Avenging Eagle
19
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Joined: 2nd Oct 2005
Location: UK
Posted: 31st May 2018 21:56
Decided to upgrade my crashed chinook model to DX11 but there's this dome shaped window that's not rendering quite right.



In the model's fpe, I've got transparency set to 2 and cullmode set to 2 so I can render back faces (I need to do this for this model). You can technically see through the glass, but weirdly only the back faces of the interior, not the front faces of the fuselage. Makes for a weird unintentional refraction kind of effect (which, incidentally, would be a great addition to the APBR shader if done properly). What's going on here?

AE
GraPhiX
Forum Support
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Joined: 15th Feb 2005
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Posted: 31st May 2018 22:00 Edited at: 31st May 2018 22:39
Transparency is a little quirky, the two options that work for me:

1. the easy method make the glass a separate model and add it in the editor (not my preferred way)

2. Make the Glass a separate group in the X file and set transparency = 6 in fpe (this is the way I currently do it and have had very good results)
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TazMan
GameGuru TGC Backer
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Joined: 20th Jan 2011
Location: Worldwide Web
Posted: 3rd Jun 2018 13:33
I personally like making the glass a separate model because I have had so many problems in the past, also if there are any changes in the future all I have to do is sort this one model out. But each to their own, GraPhix way of doing it is just as valid.
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science boy
16
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Joined: 3rd Oct 2008
Location: Up the creek
Posted: 3rd Jun 2018 14:00
i find when you make the model itself, build and texture every part and when all the model is finished then add your window texture which on my my texture is transparent, if you do this it draws the window last on the draw call which then shows the rest of the model first so that way you see all the interior, although it is an awkward thing to do this works, as to bought if it is doing that then setting the transparency will sort it out or should do, but i had issues years ago when making houses for twin worlds.
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