Is it a new "Feature" or am I doing something wrong, TGA's and BMP's in Gmax

whecsailorjr

Active member
Is it a new "Feature" or am I doing something wrong, TGA's and BMP's in Gmax

Hi all.
Seems that in earlier versions of trains I used BMP's and TGA's and made trees and such and also decals and see through glass.
Has the process changed??
Gmax user
TGA light blues, Diffuse color
BMP Dark gray in opacity
= made light blue glass
 
You haven’t exactly said what the problem is, but perhaps check that the texture.txt file has all the right lines in it, specifying the primary and alpha.

Don’t know if anything has changed that would prevent that method, but why use 2 separate images of different file format? Simply use a single 32-bit TGA with alpha channel for the opacity control. In the gmax material editor, put the same TGA file in the Diffuse slot and the Opacity slot and make sure the “Use image alpha” option is selected.

It allows the computer to create the material from 1 file instead of needing to find and load 2 files, so must be more efficient.
 
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I’m still having trouble understanding. What do you mean by “showing the black color that was used”? What black color and where/how was it used? If words fail, how about showing some screenshots of your images, your gmax material set up, the Blinn shader settings, the texture.txt files, the object in Surveyor, etc. You know, like actual information. It’s hard to solve problems by mind-reading and guesswork.


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The process is still the same, all my old windows and cut outs still work, but like Dino, I use the image alpha for the mask.
 
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