Hi guys Something strange has happened, in singleplayer the alpha layer causes tranparency, View attachment 3460 View attachment 3461 In moddev looks fine View attachment 3458 Is this a bug o problem configuration?
Not really sure why that is happening, it could be a new 101 issue. Curious though... why does the garage building need transparency?
Could the shadows be the cause? Maybe I explain it wrong, I'm not sure the alpha is involved in the problem because it isn't checked. I was revising it and in the moddev continues to look right. I assigned the object (Static, Solid) ShadowGroups=(12), is this correct? View attachment 3463 Thanks.
I can confirm it's 101 issue. Some tso's transparency just do not work right. On previous build, transparency worked as designed. In this case, I have tested this with several shaders (Bump Cube Map Alpha Reflect T1, Bump Specular Map T1 and plain T1), alpha blending- and chroma transparency and finally with material offset, but looks like it cannot be fixed (or I haven't found a way yet). I have a hunch, that this might be related texture's alpha channel. If channel is not 100% white, this might happen. I'm still working on somes test to confirm this... Edit: no, this is not related to different shades of gray in alpha channel. With some objects and textures it works, some other it doesn't. At the moment I couldn't find any pattern/causal relation on this behaviour. And in my case, this problem is same in single player- and dev mode. Cheers!
I think problem could orinigate from shaders recompile and HDR, when loading track first time in Dev Mode (or Single Player mode). In my system, problem got fixed when I load track up few times with- and without active HRD. After third time, transparency worked both modes (with HRD and without) and has worked since then. I haven't touch any other settings or alter anything (material or geometry) on track scene. Cheers!