I have a model with a skirt. It has alpha. When i import the object how can i make it visible from the back and front? Must it be imported apart from the other objects? Also why do i can see objects with alpha through other objects with alpha settings?
32 bit textures (alpha mapped) always disable the Z-Buffer (renders to front) You have 2 options now: 1. Set your texture to 24bit 2. Apply this material with shader:
It made no diffrence.. I have de texture map and the alpha map. I applyed them, and it works. Then i export it into the med. And the alpha map is doing nothing in there... Just the texture appears..
I read an old tree tutorial on MED. they had the model in two parts : - main part without alpha - 2nd part with aplha By importing in MED the two models it worked.
What modeler do you use ? Perhaps make one map only TGA having alpha ?
i'm using 3ds max. I've been seeing tutorials too.. It works just fine in max the problem is importing into med...
Yes that is correct. The alpha is measured in greyscale. In wich Withe is absolutely opaque and black shows nothing. All greys in between are levels os transparency. I have the texture as i explaned (Part 1 (i guess?)) and Part 2 the alpha itself (Black & White). When i import into med it seems to be ignoring the alpha, i've been messing arround, but nothing works. And this happends even inside the game.
You can see the model in the What are you working on section.. everything is working as it should...