EntityAutoFade??
Blitz3D Forums/Blitz3D Programming/EntityAutoFade??
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I'm trying to establish control indicating the distance in which objects must begin to be observed by the juegador, but it seems that does not work EntityAutoFade command, which has a starting range of fading and another to the end, and the mesh moving the slider contro draw distance does not fade, but it disappears without relizar the respective fading. Any suggestions. |
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I have found that entityautofade does not work when vertexcolor is being used on an entity. I had to resort to using camerafogmode and distance and disable the fog via entityfx for any entities which were to be ignored during this process. |
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@Stevie G : you 're right, I experienced the same problem (not with EntityAutoFade that I actually never use, but with any mesh with Alpha on its brush). > While VertexColor is enabled, it disables the alpha of the brush (and it does not matter if VertexAlpha is enabled or not) |
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What I've noticed is that if the model has multiple textures, fading does not work, my models have three tresturas, nvector.tga, normal.tga and difusse.tga. |
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Do you load the textures with "+2" flag ? |
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There is no difference if I use Alpha, add or Multiply |
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I don't speak of the blend mode, I speak of the "Flag" MyTex = LoadTexture(file$, FLAG) |
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No, the texture is already baked into the model from the 3D design software. The fact is that the models likewise have several textures when the light does not affect them. In the scheduled modeling nvector I put a texture with banner 1 + 128, normal flag with 4 room with flag texture 3 and Diffuse to multiply two. |
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What 3D design software did you use, if I may ask? |
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FragMotion i ama use. |
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Still lovin' that bloom effect.... |
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Yue>>Do you do the Unwelding / UVMapping with Fragmotion too ? |
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Yes RemiD |
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Very good work. :) I have never used Fragmotion to unweld/UVmap a mesh (i prefer to use Wings3d) Do you know a good tutorial to learn to use Fragmotion to unweld/UVmap a mesh ? Thanks |