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Could you post your w3d file so we can see if it's reproducable and maybe figure out what is wrong.
Btw Why would you need transparancy on the texture anyway?
As far as I can tell it's an issue with how the max exporter handles dds textures, using Maya 7 it exported just fine.
And looking at the texture in photoshop I can't see any transparency so I'd suggest avoiding using dds textures, use png if transparency is needed.
Maya 7 ok?? i see!
at 3d max any alpha texture (png,tga,dds,tif,……) will be error！
what appears to be a problem really isnt when you preview your models with the exporter from max. the models with textures may look broken or have holes in them. thats because of the way they get imported in director. with shader transparency on, and model visibility set to front. once its in director. you can use 3dpi and turn transparency off and that will clear up the problem or visiblity to both
No alpha should work with max if you use another texture format, it's dds that's giving you trouble: Png, tga and tiff should work just fine. And don't forget you can always apply the texture in director with just a couple of lines of lingo code to make sure it works the way you want it.
Tyree, no it's not that, I tested the w3d file in director with 3DPI, it's almost certainly an exporter related issue. It most likely depends how the exporter converts the dds texture since it's not a supported director format. And turning of transparency won't work for the scarecrow since it uses transparency on the hands.
I was referring to his last post which says any format with an alpha will not work in max. it most likely is the file type but dont the hands have their own shader
Ah ok, we agree then. :)
canceri007 could assign a shader for the hands, but having a second shader would create an additional submesh which would impair performance, especially if there are several instances of the same model in the world..
any alpha fotmat is not work...
here is new model with png,tga,tiff,dds.... you can test it.
multiduck , add a second shader to the model? how to do it? in Director? or in 3d Maxs? if in Director how to do it? Could you tell the steps detailed. Thanks very much!
you do it in max it should be in the help file
Ok, I don't know why but i seems to be related to how you combined the model, Maya has a "feature" to separate combined models (models that are just stuck together, ie the vertexes don't connect between the separate parts) and groups them together.
I did this and exported again (the exporter combines grouped models at export) this time it works as i should.
So take a look on how you create your models and at the same time you can optimize the model as there are polygons you can remove since they won't be visible anyway.
If you don't have the time to do what I mentioned above then duplicate the material you are using and assign the new material to the polygons on the hat and hands (creating a new shader in director), this will also solve your problem but will cause some performance degradation.
ok... i see....
I think the only way is to report to Adobe.
but my english is not good and i don't how to contact they...
As we have written you can get it to work. Just do one of the following.
1. Make the model a complete mesh. no parts just stuck into others. Make sure vertecies are welded together properly etc.
2. a) Separate the head,hat,hands etc b) group them together c) export (the exporter will combine them into one model again).
3. a) Assign a non transparent texture to your model, b) select the polygons that needs transparency, c) assign the transparent texture to those polygons
4. Outsource the importing of models to someone else.
I used method 2 as I mentioned in an earlier post and got it to work, here is the result. Scarecrow with transparency working
The url to report bugs to adobe was recently posted, use the search function.
Thanks multiduck, this is very detailed.
But, you mean is use two texture? one alpha(use to head,hat,hands etc),one no alpha(use to the body)?
This is not a solution to the root of the problem..
i have a lot of models will use alpha texture, and those models is very complicated(most to using alpha texture).
so...this is not efficiency...
thank you again : )
We'll try this again, this is how I fixed the scarecrow as shown in my earlier posted image. (the second method mentioned)
Step 1: Find the max command for separate elements, detach I think, check with an experience max user.
Step 2: If the separate parts aren't grouped, group them
Step 3: Name the group to what you want it to be referenced by in director
Step 4: Export
That's it. 30 seconds at most from start to finish, you really shouldn't have any problems with it if you are a Max user.
I'm using your method now....
but it not work fine,this is a problem of Z-buffer in Shockwave..
Another, What their response at your report to the Adobe after?
Z fighting is another issue. At no time can you have one model hierarchy with transparency within the bounding box of another that also has transparency. If you can't avoid this it's a hit and miss affair on how the result will be that also depends on the end users graphics card and render api.
This is particularly troublesome if you use directors built in particle system as I believe it creates abounding box around all particles and not around individual particles.
Fog will also give you problems, especially with shaders that use #add in it's blend list.