Maplet-Mesh and Alpha...

Blitz3D Forums/Blitz3D Programming/Maplet-Mesh and Alpha...

Fabulous MOD(Posted 2003) [#1]
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


jfk EO-11110(Posted 2003) [#2]
I tried to find a solution - without success :/


Fabulous MOD(Posted 2003) [#3]
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


jfk EO-11110(Posted 2003) [#4]
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.