How do you make transparent/reflective 3do's?

Sure thing, here's the zip file using all the files I used for this
 

Attachments

  • Grandstands.zip
    5.1 MB · Views: 7
Fixed:
1703392483088.png1703392526470.png


Two things:
Your shader had an opacity set to '98' this should always be 100 unless its like see-through glass, in that instance any semi-transparent objects (not in this model's case) would need to be a separate mesh
1703392036911.png

For the specular map it does not need alpha channel, only the Diffuse color texture will utilize this:
1703392087286.png

Simply choose the 'none' option if it default to Image Alpha



Bonus fix:

I noticed the shading for the model was incorrect due to the normals, for example at certain angles it render with black shading:
1703392186910.png

It should look like this after I re-imported the model from blender with correct normals:
1703392225173.png

You can follow my tutorial here for this process:


Attached to the post are the files I used + the psg script I modified.

I named my model something different in 3ds and used a different environment map use but you can change it if you want, also in my script instead of calling the entire PAS model I called just the model (this is especially useful when your scene has multiple models used in different ways)

Also, I made sure the population switch had an empty mesh as well so if the player switches models off it won't crash the game.
 

Attachments

  • Grandstand_fixed.7z
    283.2 KB · Views: 2
Glad to help. Its nice to see someone taking the initiative to make NR2003 content. The deeper you get into the learning process the more power you grasp to control your own fate in making NR2003 when no one else will for you. (and everything becomes easier and quicker too)

Nice work on the modeling of the grandstands too, perfect low-poly work.
 
Who read this thread (Total readers: 0)
    Back
    Top