Hi
Im having real problems with a street light model I have made. It consists of 2 textures, one for the main body of the street light & one for the lamp cover. I would really like the lamp cover to be transparent. When I inspect the textures in the compiled .U file, it's Transparent property is set to true, but it shows up solid
Could anyone please point me in the right direction?
Heres the Class file:
//=============================================================================
// streetlite01.
//=============================================================================
class streetlite01 expands SAS_Lights;
#exec MESH IMPORT MESH=streetlite01 ANIVFILE=MODELS\streetlite01_a.3d DATAFILE=MODELS\streetlite01_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=streetlite01 X=152 Y=0 Z=0
#exec MESH SEQUENCE MESH=streetlite01 SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=streetlite01 SEQ=streetlite01 STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP NEW MESHMAP=streetlite01 MESH=streetlite01
#exec MESHMAP SCALE MESHMAP=streetlite01 X=0.1 Y=0.1 Z=0.2
#exec TEXTURE IMPORT NAME=Jstreetlite01_01 FILE=Textures\streetlite01_01.PCX GROUP=Skins // Blue Light
#exec TEXTURE IMPORT NAME=Jstreetlite01_01 FILE=Textures\streetlite01_01.PCX GROUP=Skins FLAGS= 4 // Lamp Cover
#exec MESHMAP SETTEXTURE MESHMAP=streetlite01 NUM=1 TEXTURE=Jstreetlite01_01
#exec MESHMAP SETTEXTURE MESHMAP=streetlite02 NUM=2 TEXTURE=Jstreetlite01_02
defaultproperties
{
DrawType=DT_Mesh
Mesh=streetlite01
DrawScale=4
bBlockActors=True
bBlockPlayers=True
bCollideActors=True
CollisionHeight=160
CollisionRadius=10
}
Thanks in advance,
-Fordy ( SAS - Mapper/Modeller/Skinner)
Im having real problems with a street light model I have made. It consists of 2 textures, one for the main body of the street light & one for the lamp cover. I would really like the lamp cover to be transparent. When I inspect the textures in the compiled .U file, it's Transparent property is set to true, but it shows up solid
Could anyone please point me in the right direction?
Heres the Class file:
//=============================================================================
// streetlite01.
//=============================================================================
class streetlite01 expands SAS_Lights;
#exec MESH IMPORT MESH=streetlite01 ANIVFILE=MODELS\streetlite01_a.3d DATAFILE=MODELS\streetlite01_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=streetlite01 X=152 Y=0 Z=0
#exec MESH SEQUENCE MESH=streetlite01 SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=streetlite01 SEQ=streetlite01 STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP NEW MESHMAP=streetlite01 MESH=streetlite01
#exec MESHMAP SCALE MESHMAP=streetlite01 X=0.1 Y=0.1 Z=0.2
#exec TEXTURE IMPORT NAME=Jstreetlite01_01 FILE=Textures\streetlite01_01.PCX GROUP=Skins // Blue Light
#exec TEXTURE IMPORT NAME=Jstreetlite01_01 FILE=Textures\streetlite01_01.PCX GROUP=Skins FLAGS= 4 // Lamp Cover
#exec MESHMAP SETTEXTURE MESHMAP=streetlite01 NUM=1 TEXTURE=Jstreetlite01_01
#exec MESHMAP SETTEXTURE MESHMAP=streetlite02 NUM=2 TEXTURE=Jstreetlite01_02
defaultproperties
{
DrawType=DT_Mesh
Mesh=streetlite01
DrawScale=4
bBlockActors=True
bBlockPlayers=True
bCollideActors=True
CollisionHeight=160
CollisionRadius=10
}
Thanks in advance,
-Fordy ( SAS - Mapper/Modeller/Skinner)