Sorry, I've been a bit too busy again with RL stuff. Anyway, thanks again Anvart for pointing me to the emission byte. I have added it to next release. I was just pondering if selfillumination is a better term though...
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Originally Posted by DivingDuck
As for the flags, I remember them from my early SHIII modding days. Someone called them responsible for alpha channel behaviour, so did I. In the beginning I used them to make a material transparent. But an aplha was desperately needed to achieve transparency. Then Avart told about the byte trailing the materialīs ID, thank you.
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Yea, the zbuffer is the key here. To make a true transparent face/plane both opacity and this zbuffer flag must be used in conjuction.
I've never been able to put correct terminology/purpose on those values, and while I've seen what changing them did, it was hard for me to put it in S3D, because if I can't explain it in simple words, then there was no purpose for me to put it in (would only confuse the user). When I made the 3D viewer for S3D I noticed similar renderings (unintentionally), and found out that those render states (zbuf/cull) caused it.
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Originally Posted by DivingDuck
It works with SHIV too, BUT as soon as omnidirectional lights are introduced to a scene, the material and the corresponding object disappear. Besides changing these values seems to have a tremendous impact on the frame rate, at least on my system.
Have you ever noticed, that the glasses in any sub have specular highlights / reflections only? But you canīt see them. Whenever they crush, the animation is triggered and played, but the broken glass textures donīt show up after the event.
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Interesting. I do too little modding myself to see such things. Did it work in SH3 correctly then?
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Originally Posted by DivingDuck
Note to Skwas, the MipMapBias is a floating point value.
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Thanks, I will correct it.