| Search this Thread |
|
|
|
|
ToRnado
Original Poster
Forum Resident
Join Date: Jan 2005 |
my glow isnt showing up properly it's supposed to look like the one on the left! i've checked all the settings all seems to be in order but it always comes out soild! how do i fix it? if it's the glow mesh i'm using max 8 so explaining how to fix it in that would be helpful. |
|
|
|
|
|
#2 |
|
Piktor
|
well for some reason when you only have on texture file for this package. Its all black with a fade at the bottom. Where are the textures for the Glow? You need to make it transparent but I only see one texture file. Did you delete the others? |
|
|
|
|
|
#3 | |
|
ToRnado
Original Poster
Forum Resident
Join Date: Jan 2005 |
Quote:
nope that's how the original was. the 1 on the left is the original. |
|
|
|
|
|
|
#4 |
|
ToRnado
Original Poster
Forum Resident
Join Date: Jan 2005 |
from what i can tell it shares the same txmt partially with the bulb and that's set to addictive so it should be transperent but it isn't. screw it i might just use another base. |
|
|
|
|
|
#5 |
|
atavera
|
Try using the opacity values from the original object in the GMDC. When you import a mesh in simpe, it sets all groups to either opaque(0xFFFFFFFF) or if you use shadow option 0x3. The glow, glass, and bulb groups should have values like 5, 7, or 9 |
|
|
|
|
|
#6 |
|
ToRnado
Original Poster
Forum Resident
Join Date: Jan 2005 |
i tried importing the mesh as shadow no effect |
|
|
|
|
|
#7 |
|
Piktor
|
try cloning another ceiling lamp |
|
|
|
|
|
#8 |
|
ToRnado
Original Poster
Forum Resident
Join Date: Jan 2005 |
i tried another base damn it it did the same thing why won't it go transperent?? |
|
|
|
|
|
#9 |
|
jaxad0127
|
Are you cloning them as stand-alone? If not, try it and see if it helps. |
|
Please don't PM me with questions. Post them in the appropriate thread. |
|
|
|
|
|
|
#10 |
|
atavera
|
Very strange, even referencing the original Maxis TXMT resources, the glow still doesn't look right. I would think that the glow textures would use a material shader resource, but I'm not sure how those are linked to the scenegraph of an object yet. I'll do some more research on this.. |
|
|
|
![]() |

Have an opinion? Of course you do!


Twitter
del.icio.us
StumbleUpon
Google