I was investigating hard this problem some days ago, and this is the best info I found (from FAQ page of 3dgamestudio):
Q. "I have problems with the sorting of transparent entities or alpha channel textures. For instance, I'm trying to make a tree by crossing two sprites like a 'X. When using 32 bit TGA sprites, the first sprite is always drawn before the second sprite. This doesn't happen when I use PCX or BMP or 24 bit TGA sprites."
A. "Transparent entities (meaning entities with TRANSPARENT flag or with an alpha channel texture) can not write into the z buffer. Thus the engine sorts them according to the distances of their origins. Nevertheless, transparency causes visible errors when objects intersect or when a concave mesh consists of transparent polygons. You just have to think a little to avoid those mistakes. For instance, make your 'X' from 4 connected sprites rather than 2 intersecting sprites, and separate a transparent mesh into convex parts."
In my case I have a bone-animated concave mesh, and I need to use transparent textures but I have no idea of how to separate my character mesh into multiple parts. I hope somebody could show me some hints to do this with MED or 3DSMAX (the software I'm learning to use now), or show me some usefull links. thank you all
Last edited by Regrin; 03/11/08 19:49.