Maplet-Mesh and Alpha...
Blitz3D Forums/Blitz3D Programming/Maplet-Mesh and Alpha...
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I've created an B3D-Level with Maplet (with Lightmap). Now I've tried to make Alpha-Blending on this Mesh but it would not work. EntityAlpha myLevel, 0.5 Level will stay opaque... Is this because of the Lightmap? Help plz... thx Fabulous Mod |
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I tried to find a solution - without success :/ |
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I've made a little "try and error"... so it must be the lightmapping. If I export a B3D-Mesh from Maplet without lightmapping, EntityAlpha will work fine. If I export the same Mesh with lightmapping, EntityAlpha doesn't work. So, I have to find another solution... thx, cu Fabulous Mod |
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I even tried to clone the mesh, Triangle by Triangle, but it came up with an identical behavior: no Alpha. I guess this was up to the Brushes, I used the new GetBrush(Surf) (or something like that) to reuse the Textures on the Clone. Until I assigned those Brushes to the new Mesh using PaintSurace() it was nothing but a Mesh with UVW Coords for CoordsSet 0 and 1. Ok, you could manually load the all Brushes including the lightmap and assign it to the surfaces. But this would mean the Brushes all must have 2 Texture Channels, the second one for the lightmap. At least the new functions GetBrush, GetTexture and Texturename would allow to do this. But I hope there's an easier solution. Seems like the ability for Alpha can be disabled in the File Format. I also tested it with a Decorator exported Mesh, no success. |