Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.
Larry, it's easy to identify the bitmaps who's Alpha is configured to control transparency. There will be a _t in the filename, e.g. fuselage_t.bmp.You can add a regular shine to a FS9 model by adjusting the alpha layer on the FS9 textures. The alpha is a grey-scale image and pure white is no shine while black makes it look like it is glass coated but it also depends on how the FS9 material was set up as a second option is to make black transparent.
Ahh thanks for that Bill. It's been so long since I last repainted an FS9 aircraft that I had forgotten about that '_T' suffix.Larry, it's easy to identify the bitmaps who's Alpha is configured to control transparency. There will be a _t in the filename, e.g. fuselage_t.bmp.
Reflectivity (glossiness) requires that the model is exported with "Has Reflect Map" ticked, and that the bmp have the _T, and that the alpha channel is darker than white 255,255,255. Usually for normal glossiness, values around 220,220,220 works well. Chrome requires near black 0,0,0.
Thanks Milton. What do I need to export the model?
Hmm... Milton, what you just wrote is 180º out of phase with what you wrote last December, 2011: http://www.sim-outhouse.com/sohforu...Transparency-versus-Reflectivity-issue-in-FS9Seems to be some confusion here regarding FS9 specular lighting (sun glare), and reflective (glossiness) textures.
You can have specular lighting (sun glare) regardless of how the bmps are named (with or without the _T). However, it should normally be specified in the material properties for the texture bmp. OBIO (or anyone) can add that to the model by changing the material properties for the texture in the model file if it does not have it.
Reflectivity (glossiness) requires that the model is exported with "Has Reflect Map" ticked, and that the bmp have the _T, and that the alpha channel is darker than white 255,255,255. Usually for normal glossiness, values around 220,220,220 works well. Chrome requires near black 0,0,0.
Hmm... Milton, what you just wrote is 180º out of phase with what you wrote last December, 2011: http://www.sim-outhouse.com/sohforu...Transparency-versus-Reflectivity-issue-in-FS9
I know that I've read somewhere in a Microsoft sourced statement somewhere that the _T suffix should be used to set transparency via the Diffuse bitmap's Alpha channel. I also know from experience that simply removing the _T suffix in an FSX model's Diffuse bitmap name changed the behavior of the Alpha channel from transparent control to reflectivity control... :isadizzy: