Left is in game test gmt for blending, right is what I did in max with VertexPaint. Whoever can tell me what I did wrong wins! New object, unmolested, clear verts of any alpha wrong doing. Used Joesville Max as a base to setup the tex and this is the thanks it gives me.
put a screen with vertex selected where you changed the alpha channel. here we can't see anything, IMO
The right side of the pic is where I selected the vertex alpha with VertexPaint. Or do you mean another alpha? This is the first time Ive done anything like this.
OK, so it works when you set it by hand. Make sure you're editing the vertex alpha channel with Vertex Paint, and that you're not adding any geo after applying the blend. I suppose there are tutorials on vertex painting on the web. If not, then it's something we may need to include in future documents .
Im just testing this out to see how it worked since Ive never really done it before. Here is what I did... 1. Create plane 6x6 2. Use Blended Grass Infields 3. Basically copy Joesville settings 4. Map all 3 channels 5. With object selected double check verts alpha is 0 in chan info 6. Select VertexPaint in Modifier List 7. Select Vertex Alpha 8. Start finger painting 9. Export GMT 10. Get mad its not working That is basically all Im doing right now. This is just a test plane so once I paint Im not touching anything else, straight to in game.
Ok, I've never used VertexPaint to apply alpha for blending (I've only used it for coloring), so it explains why I haven't seen this before. For now, I'd suggest just doing vert alpha by hand and we'll let the programmer know about it and see if he can figure something out. Thanks for finding researching this...
Yes the same happens to me. The exactly moment of the procedure that the problem occurs is when you select the paint mode "vertex alpha". After this the bug is installed and only if wou remove vertex paint modifier from the stack things back to normal. If you colapse the stack, bye bye to your model...