DEIBYS wrote:brother can you explain a little better your problem to see and can we help you with more photos if you can?
This is what happens when I use dornas for walls. I'm unable to get them to be transparent when looking at it from the other side.

Here's what I can do with regular textures, but using the same method on dornas causes the dorna itself to become all white.

Here is the original code for the wall in the items.SCNE file. "flp_cr02.tga" is the dorna texture.
- Code: Select all
"flp_scrf06": {
"Effect": "led.fx#7161366dc27ac431",
"Parameter": {
"LEDPart": 0.5,
"NonLedPart": 0.100000001
},
"Resource": {
"BaseTexture": {
"Pixelmap": "flp_cr02.tga"
}
},
"Technique": {
"Default": {
"EnableMask": 4,
"Pass": {
"Default": {
"EnableMask": 1
},
"ProjectTexture": {
"EnableMask": 2
},
"UseSoftShadowMaps": {
"EnableMask": 4
},
"OnlyDepthDefault": {
"EnableMask": 8208
},
"OnlyDepthDoubleSided": {
"EnableMask": 32
},
"OnlyDepthCSM": {
"EnableMask": 16384
}
}
},
"Reflection": {
"EnableMask": 8,
"Pass": {
"Default": {
"EnableMask": -3
},
"Projected": {
"EnableMask": 2
}
}
}
}
},
Here is how I've been able to make it transparent. Notice that I had to reference a texture within the stadium file in stead of the dorna texture.
- Code: Select all
"flp_scrf06": {
"Effect": "vertexlit_environment.fx#9da84f38f2c048d3",
"Parameter": {
"Density": 0.0500000007,
"LightmapKillSpecResponse": 0.850000024,
"EnvironmentOpaqueDepth": 1,
"LightmapKillSpecStart": 0.600000024
},
"Resource": {
"Albedo": {
"Pixelmap": "030_generic_drink_cart_c.tga"
},
"Normal": {
"Pixelmap": "no_smoking_chinese_n.tga",
"ADDRESSU": "WRAP",
"ADDRESSV": "WRAP"
},
"RoughnessMap": {
"Pixelmap": "no_smoking_chinese_r.tga"
},
"AlbedoSampler": {
"ADDRESSU": "WRAP",
"ADDRESSV": "WRAP"
}
},
"Technique": {
"Default": {
"EnableMask": 3,
"Pass": {
"Default": {
"EnableMask": 1,
"SRCBLEND": "SRCALPHA"
},
"Projected": {
"EnableMask": 2,
"SRCBLEND": "SRCALPHA"
},
"UseSoftShadowMaps": {
"EnableMask": 4,
"SRCBLEND": "SRCALPHA"
},
"OnlyDepthDefault": {
"EnableMask": 8208
},
"OnlyDepthDoubleSided": {
"EnableMask": 32
},
"OnlyDepthCSM": {
"EnableMask": 16384
}
}
},
"PCMinSpec": {
"EnableMask": 128,
"Pass": {
"Default": {
"EnableMask": 1,
"SRCBLEND": "SRCALPHA"
},
"Projected": {
"EnableMask": 2,
"SRCBLEND": "SRCALPHA"
},
"UseSoftShadowMaps": {
"EnableMask": 4,
"SRCBLEND": "SRCALPHA"
},
"BlackLightEmissions": {
"EnableMask": 4096,
"SRCBLEND": "SRCALPHA"
},
"OnlyDepthDefault": {
"EnableMask": 8208
},
"OnlyDepthDoubleSided": {
"EnableMask": 32
},
"OnlyDepthCSM": {
"EnableMask": 16384
}
}
},
"Reflection": {
"EnableMask": 8,
"Pass": {
"Default": {
"EnableMask": 2053
},
"Projected": {
"EnableMask": 2
}
}
},
"DummyDepthTechnique": {
"EnableMask": 64,
"Pass": {
"Default": {
"EnableMask": 1
}
}
}
}
},
When I try to change the texture I'm using (030_generic_drink_cart_c.tga) to the dorna, it goes completely white. I've copied about four or five transparent methods that work on regular textures that make dornas go completely white.
I even tried copying the way the stadium handles the texture into the .TXTR file in the dorna itself. Same result. So I know what's causing this issue is not:
1. The fx script
2. The texture being used
3. The .TXTR format.
4. To my knowledge the scripting in the items.SCNE file.
The game must be handling dornas differently from other textures because I can't get a different result. I have had success changing the vibrancy or luminense of the dornas without the glitch, but making it transparent is no good.
Another issue I'm now running into is the basket dornas that I was using on the floor disappears if the basket is not in view of the screen as well, so I'm probably going to need to use the two dornas anyways.
Hope I didn't confuse the issue too much.