Yeah like that, the fog itself seems to work perfectly, just that entity fog function doesn't seem to do anything. I even tried it the shade-c example with the fog. Maybe its an unfinished function?

Quote:

I remeber having a hard time to place good looking blood decals / splashes ( on floor for example ). Did u try already ?
, from what I have gathered there is 2 ways, either get fully transparent options (from 0-100% from texture) but get glitches when decals cross each other (and possible more problems with lightning, cannot enirely remember). Or get limited transparency (0% or 100% from texture) but no glitches. I use the limited transparency (/the latter).
Bullets holes look fairly good, but blood not yet, I quess a darker red and more plain blood texture will look best.

Script:
p.material = mtl_simpleTransparentGloss; //I gave it this name for the fx code below
set(p, TRANSLUCENT);

Fx:
Code:
//------------------------------------------------------------------------------
//----- USER INPUT -------------------------------------------------------------
//------------------------------------------------------------------------------

//assign skins
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_ALPHA (skin1.w) //alphamap
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
//...

#define NORMALMAPPING //do normalmapping?

//#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 0.25 //glossmap channel will be set to this value if GLOSSMAP is not defined

#define ALPHA //entity has alphamap?
//#define TRANSPARENT //entity alpha should be interpreted as transparent/translucent?

//------------------------------------------------------------------------------
// ! END OF USER INPUT !
//------------------------------------------------------------------------------

#include <scHeaderObject>

//custom code goes here

#include <scObject>