Quote:
Originally Posted by funkdelic
I got another question, how can I make my opacity alpha maps work on the viewer?
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You use the base texture's alpha channel as opacity map... so you need to use a bitmap format with alpha channel support(TGA & TIFF basically).
Notice the transparency modes "Screen trasparency" and "Blended transparency" requires sorting... so the order in the lowpoly mesh list it's important.
For things like vegetation or hair I suggest you to use 1bit transparency(aka alpha testing) + the DX10 MSAA feature(at leat 4xAA or, even better, 8x )