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I just tried to create a new CGFX file. My model has textures that make use of the alpha channel and I know that EFE supports that because I opened a CGFX from a Banner and it had working alpha on the model. However when I import the OBJ file for the new CGFX file, the resulting model doesn't use alpha on the textures where it should. Any plans on fixing this or is there something in the OBJ MTL file I need to check for?
Example of what I'm talking about:
Official CGFX from Omega Ruby Banner file on the left. The modified one I exported that was reimported on the right.
The original logos no longer have alpha. I did make sure to save the one I edited in the same format as the others, but even the original unedited one (the "Pokemon" part has it's own texture) is missing alpha as well. I think something is wrong with the OBJ importer in your program perhaps?
I suppose I can redesign my banner CGFX model to not use alpha, but this really limits what I can do. Hopefully this can be resolved.
Example of what I'm talking about:
Official CGFX from Omega Ruby Banner file on the left. The modified one I exported that was reimported on the right.
The original logos no longer have alpha. I did make sure to save the one I edited in the same format as the others, but even the original unedited one (the "Pokemon" part has it's own texture) is missing alpha as well. I think something is wrong with the OBJ importer in your program perhaps?
I suppose I can redesign my banner CGFX model to not use alpha, but this really limits what I can do. Hopefully this can be resolved.