Okay. Look at my OGL prefs. I still can't seem to get windows to be transparent. I've played around with some things, like "supports lazy textures" and the TNT and S3TC but they didn't work. Any UT engine masters have any idea if there's a line of code missing or something?
Originally Posted by OpenGLDrv.OpenGLRenderDevice
DoPrecache=0
UseMultiTexture=1
RefreshRate=75
DetailTextures=True
UseTrilinear=True
UseS3TC=False
UseTNT=False
LODBias=.4
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=False
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
MaxAnisotropy=False
AlwaysMipmap=False
UsePrecache=False
SupportsLazyTextures=False
UseGammaExtension=1
UseModulatedGamma=0
MinDepthBits=16
MinLogTextureSize=0
MaxLogTextureSize=10
MaxLogUOverV=10
MaxLogVOverU=10
Texture32Bit=1
DescFlags=0
ShareLists=0
Originally Posted by OpenGLDrv.OpenGLRenderDevice
DoPrecache=0
UseMultiTexture=1
RefreshRate=75
DetailTextures=True
UseTrilinear=True
UseS3TC=False
UseTNT=False
LODBias=.4
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=False
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
MaxAnisotropy=False
AlwaysMipmap=False
UsePrecache=False
SupportsLazyTextures=False
UseGammaExtension=1
UseModulatedGamma=0
MinDepthBits=16
MinLogTextureSize=0
MaxLogTextureSize=10
MaxLogUOverV=10
MaxLogVOverU=10
Texture32Bit=1
DescFlags=0
ShareLists=0