InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
Proper glass transparency isn't in yet, something to do with calculating shadows I think, so currently the glass in game is a hack. It's a flat plane model with only an emissive texture (no diffuse). This lets us approximate glass although it tends to look a little too bright.
You currently need to use a model file / static mesh.
Textures can not be used to be translucent, it seems as though they can have fully transparent and fully opaque part of the image but not translucent like glass requires.
<!--quoteo(post=1884220:date=Nov 8 2011, 07:45 AM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Nov 8 2011, 07:45 AM) <a href="index.php?act=findpost&pid=1884220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sure it is, there is apparently a new material system inbound but not implemented. That will probably address this issue.<!--QuoteEnd--></div><!--QuoteEEnd-->
if they use node graphs for animation states, there's no reason not to have a node-based material system... hint hint
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Textures can not be used to be translucent, it seems as though they can have fully transparent and fully opaque part of the image but not translucent like glass requires.
if they use node graphs for animation states, there's no reason not to have a node-based material system... hint hint