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Just occurred to me that, in the citywatch case, I could just model the ring in the correct shape for the high-poly version. That wouldn't require any changes to layers or materials. On the LOD stages the mistake would be less noticable--in fact, if you paint the transparent area in black, then that would probably be fine. |
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Aha! So make a genuine hole in the mesh rather than use alpha testing to fake a hole? That sounds good. |
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I was just looking at the code in Material.cpp to see whether we could consider a new keyword for .mtr files, "allowOverlays", to cover cases where a material only has small alpha "holes" and should be ok to receive a blood splat, but it looks like one already exists: "forceOverlays". Not tried it yet, but there's code for it. |
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That's definitely worth a test. |
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Seems to work. I added the alphatest to citywatch_cloth and my fix stopped working--no more blood. Then I added forceOverlays and it started working again.
You won't see it work on the guard until I've committed the fix, which I'll do tonight. It should work immediately for the townsfolk_female assuming she doesn't need reskinning to remove chainmail. |
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Committed the fix + binaries so forceOverlays should now fix both the townsfolk_female and the cloth-wearing guard. |
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Cool! I'll make those changes to the material defs if you like. |
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Yes please. I didn't commit any defs for fear of doing half a job. |
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