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Re: always visible entity
[Re: kenced]
#417608
02/14/13 13:12
02/14/13 13:12
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Z-Sorting problems can and will occur when using a texture with alphachannel between 0 and 255.
Last edited by Kartoffel; 02/14/13 13:18.
POTATO-MAN saves the day! - Random
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Re: always visible entity
[Re: kenced]
#417612
02/14/13 13:46
02/14/13 13:46
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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There is a fixed function effect named "Improved Overlay", it does exactly what you want. But I can´t deliver it at the moment, because I´m not at my PC. And the gamestudio wiki is down since a few weeks.
Maybe someone else can paste the code?
no science involved
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Re: always visible entity
[Re: rayp]
#417621
02/14/13 16:41
02/14/13 16:41
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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MATERIAL* mtl_vegetation =
{
event = mtl_vegetation_init;
effect=
"
texture entSkin1;
dword mtlSkill1;
technique vegetation
{
pass p0
{
Texture[0] = <entSkin1>;
ZWriteEnable = True;
AlphaBlendEnable = False;
AlphaTestEnable = True;
AlphaRef = <mtlSkill1>;
AlphaFunc = Greater;
CullMode = None; // CCW or None
ColorArg1[0] = Texture;
ColorOp[1] = Add;
ColorArg2[0] = Diffuse;
}
}
technique fallback{pass p0{}}
";
}
action vegetation()
{
reset(my, TRANSLUCENT);
my.material = mtl_vegetation;
}
Was it this one ? If not sorry Yes, this is the correct one. I´ve converted it to Lite-C, just copy and paste it, it should work.
no science involved
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