Alpha Transparency not carried over into 3DSMax

Post » Thu Jul 18, 2013 12:58 am

I'm pretty much learning basic modelling and such at the moment, but have encountered a small issue which I'm not sure how to resolve.

The companions base mesh has two overlapping sections that are textured as field grass and as stone. These then have some sort of transparency (one has the alpha property but the texture doesn't have an alpha channel), and looks like this:

http://i.imgur.com/845h72Q.png

When I import it into 3DSMax, I lose this transparency and end up with this:

http://i.imgur.com/GxZuSE1.png

This still occurs after copying over all the lighting shader properties from the original, untouched mesh. Does anyone with any experience know what is causing this transparency, and if there's any way to preserve it on import/export? The mesh in question is wrcompanionbase01.nif under Architecture/Whiterun/WrTerrain. I've imported, modified and exported a few meshes before that don't have this issue, and I've made sure all of the nodes are in the correct order.

Cheers.

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Samantha Wood
 
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Joined: Sun Oct 15, 2006 5:03 am

Post » Wed Jul 17, 2013 8:44 pm

edit: have you checked the flag on the alpha node?

Importing to max has really nothing to do with the textures. the NiAlphaProperty might not be set up right IN the bsFadeNode, etc. the flags aren't ticked, also looks like your missing a normal map from the rocks. but since you say there are two TriShapes, you may be missing a texture set on one of them

0000000000000

that doesnt look like a transparency issue brah,

looks like its missing its normal map.

you can map the normal by pressing M and setting it up on one of the sweet balls, and then adding the bump.

as long as no alpha on the diffuse, shouldnt be transparent.

but i will say if you do start working with alpha's for transparency in max, max renders it horribly. you really need to just use nifskope to check ituot

i

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Victor Oropeza
 
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Joined: Sun Aug 12, 2007 4:23 pm

Post » Wed Jul 17, 2013 7:07 pm

Thanks for the advice. Gave it a go earlier with no dice but chances are I did it incorrectly, I'll try it again later.

Any idea why that one trishape would be missing a normal map when all the rest are fine?

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Ross Zombie
 
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Joined: Wed Jul 11, 2007 5:40 pm


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