RE: LWM fill rendering issues (WOTR) [getting alpha channel modified lwr_fill to render all at once with no lag spikes (caused by unnecessary rendering)]
Hi everyone, hope everyone's summer is off to good start
I have been trying to get transparency for the wotr map model file: lmr_fill.w3d to work.
I have tried working off the following tutorial by Nertea:
https://www.the3rdag...?apage=449#page
But the shading only (i.e. the model is invisible) works in Add blend mode for w3d material type if I use Write ZBuffer (I'm using stage 0 texture: excloudrs24.tga) despite not only following the tutorial step by step but also individually using the setting found for this file in w3d viewer; it should work without as shown in the tutorial.
I'm guessing vertex painting (or at least transparency) won't work with the Write ZBuffer enabled.
So this is why I have decided to give alpha channels a try.
I used the standard material (as opposed to w3d or direct x9 shader) and put in the bitmap maps listed under 'maps' in the material editor <see image 'B2 below>
one by one testing each in game - starting with the Opacity map (with no other maps)
<again see image 'B2' below>
I can achieve transparency as seen in
<see image 'B1' below of a screenshot of 3ds max 8>
and <see image 'C' below of a screenshot of w3d viewer>
in 3ds max 8 and in w3d viewer - but cannot achieve it in game. The result in game is in <see image 'A' below>
Anyone know how to get alpha channels to work with the living world map? - if possible I'd like to avoid vertex painting.
Edited by OperationRenegade, 27 May 2016 - 04:12 PM.