On 11/17/05, Pablo Martin <[EMAIL PROTECTED]> wrote:
> um... reading from res mail i think actually the most correct option
> would be zmode:ztest (note i also confused value names in last email,
> possibilities are znone,zfill,ztest and zuse (default))
>
> it is explained correctly in his mail, ju
um... reading from res mail i think actually the most correct option
would be zmode:ztest (note i also confused value names in last email,
possibilities are znone,zfill,ztest and zuse (default))
it is explained correctly in his mail, just wanted to note how to use
this in exporter correctly.
hi martin!!!
i think you must set the zmode in meshes with alpha, just set zmode to
none. (i think this was the best way to do it, the default zmode is use,
and you can also try fill or test). (you can set this using the MassTag
tool or manually as a blender game property)
greetings!
pab
On 17.11.2005 12:23, Martin Henne wrote:
> Hi all,
>
> we ran into problems using alpha textures within blender.
> The problem is described with some screenshots at
> the website below.
>
> It happens with blend2cs and with blender2crystal:
>
> http://www.martinhenne.de/alphabug/
>
> The blend-
Can you give me a bit more information about how you do this? In
general it is best to avoid alpha and use keycolor instead. That way
you don't even have to use alpha render priority and it works
perfectly. To force keycolor you can add to
the texture definition in the world file.
Greetings,
On
Hi all,
we ran into problems using alpha textures within blender.
The problem is described with some screenshots at
the website below.
It happens with blend2cs and with blender2crystal:
http://www.martinhenne.de/alphabug/
The blend-files are also available. What could I do to
help improving the