Hi Folks,
Can someone explain how I can get deeper richer colors on the windscreen of the Skylane ? There seems to be only two textures involved both of which have alpha channels:
C182_glass.dds
C182_glass_s.dds
Following the trend in the paint kit - I'm assuming the C182_glass_s.dds is just for specular shine although it does seem to add some blemishes to the glass.
So - I've played with the alpha channels from white to black on both textures - yet I can't seem to get the deep rich color some others have achieved... Mine comes out with just a very pale tinge of color... I've spent hours trying to replicate or reverse engineer the example below - with a bit more blue - without much success...
Can someone enlighten/educate me on how this works ?
Any help appreciated... Thanks...
Regards,
Scott
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Glass Textures in the Skylane ?
- bladerunner900
- Senior Master Sergeant
- Posts: 1991
- Joined: 17 Aug 2008, 14:59
- Location: South Wales
Re: Glass Textures in the Skylane ?
Hi Scott.
You are on the right track. A dark grey Alpha channel gives me this effect.
Using solid black with the Alpha will give an opaque finish for the colour I choose, whereas using a lighter grey in the Alpha channel gives me this.
There is also a texture that controls the opacity of the glass viewed from inside the cockpit, the c182_c4_t.dds file. Although things seem to be reversed for this file. Going lighter with the Alpha makes the glass more opaque.
Best of luck.
Steve
You are on the right track. A dark grey Alpha channel gives me this effect.
Using solid black with the Alpha will give an opaque finish for the colour I choose, whereas using a lighter grey in the Alpha channel gives me this.
There is also a texture that controls the opacity of the glass viewed from inside the cockpit, the c182_c4_t.dds file. Although things seem to be reversed for this file. Going lighter with the Alpha makes the glass more opaque.
Best of luck.
Steve
Glass Textures in the Skylane ?
Hi Steve,
Much obliged - that looks great as well... I think part of my problem was when I was testing in P3D I was merely swapping between paints on the same aircraft - now - I don't think that it reloads the modified textures ??? So all my testing was kind of moot...
Hmm - it's also counter intuitive from what I'm used to - traditionally - the more white the alpha channel - the more opaque the texture... This seems to be the reverse ? I did notice the alpha channel in the texture I was trying to reverse engineer was a bit darker than default...
I won't be able to test until the weekend - but thanks - hopefully I should be able to get this to work....
Really appreciate you taking the time !!!
Regards,
Scott
Sent from my iPad using Tapatalk
Much obliged - that looks great as well... I think part of my problem was when I was testing in P3D I was merely swapping between paints on the same aircraft - now - I don't think that it reloads the modified textures ??? So all my testing was kind of moot...
Hmm - it's also counter intuitive from what I'm used to - traditionally - the more white the alpha channel - the more opaque the texture... This seems to be the reverse ? I did notice the alpha channel in the texture I was trying to reverse engineer was a bit darker than default...
I won't be able to test until the weekend - but thanks - hopefully I should be able to get this to work....
Really appreciate you taking the time !!!
Regards,
Scott
Sent from my iPad using Tapatalk
- bladerunner900
- Senior Master Sergeant
- Posts: 1991
- Joined: 17 Aug 2008, 14:59
- Location: South Wales
Re: Glass Textures in the Skylane ?
No problem Scott and best of luck with your endeavours.
Steve.
Steve.
- taildraggin68
- Senior Master Sergeant
- Posts: 2411
- Joined: 14 May 2014, 18:26
- Location: Florida
Re: Glass Textures in the Skylane ?
scottb613 wrote:Hi Steve,
Much obliged - that looks great as well... I think part of my problem was when I was testing in P3D I was merely swapping between paints on the same aircraft - now - I don't think that it reloads the modified textures ??? So all my testing was kind of moot...
Hmm - it's also counter intuitive from what I'm used to - traditionally - the more white the alpha channel - the more opaque the texture... This seems to be the reverse ? I did notice the alpha channel in the texture I was trying to reverse engineer was a bit darker than default...
I won't be able to test until the weekend - but thanks - hopefully I should be able to get this to work....
Really appreciate you taking the time !!!
Regards,
Scott
Sent from my iPad using Tapatalk
Yes the alphas are reversed from inside glass to outside. Also the major inconvenience of having to exit sim to test textures. The reload user object won't get the new textures to show. Also, be wary of file size etc. I use 8.8.8.8 for the exterior files, but the interior need to be the same as original or they will not load. Just a few things I've picked up along the way. Good luck with the glass Scott.
Scott
- bladerunner900
- Senior Master Sergeant
- Posts: 1991
- Joined: 17 Aug 2008, 14:59
- Location: South Wales
Re: Glass Textures in the Skylane ?
Yes. It's a shame Modelconverter X doesn't handle glass testures. I get crashes in P3D sometimes, swapping from one complex model to another.taildraggin68 wrote: Yes the alphas are reversed from inside glass to outside. Also the major inconvenience of having to exit sim to test textures. The reload user object won't get the new textures to show. Also, be wary of file size etc. I use 8.8.8.8 for the exterior files, but the interior need to be the same as original or they will not load. Just a few things I've picked up along the way. Good luck with the glass Scott.
Scott
Steve.
Re: Glass Textures in the Skylane ?
Hi Scott/Steve,
Thanks for the additional info - yeah - use MCX all the time but as noted - it's no help with the glass textures...
Regards,
Scott
Sent from my iPhone using Tapatalk
Thanks for the additional info - yeah - use MCX all the time but as noted - it's no help with the glass textures...
Regards,
Scott
Sent from my iPhone using Tapatalk
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