I have an ammo meter, and when i added an alpha, it made it almost completely transparent except for a few spots at the end. The alpha contains solid white, and solid black. Any ideas?
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I have an ammo meter, and when i added an alpha, it made it almost completely transparent except for a few spots at the end. The alpha contains solid white, and solid black. Any ideas?
Are you compiling your texture correctly?
http://i62.photobucket.com/albums/h9...Untitled-3.jpg
http://i62.photobucket.com/albums/h9...Untitled-4.jpg
It seems to be somewhat visible when a super high FOV is used, but not up close. THis is with a full clip.
http://i62.photobucket.com/albums/h9...reenshot00.jpg
http://i62.photobucket.com/albums/h9...reenshot00.jpg
I copied the shader_transparent_meter settings from the Plasma Rifle, and just changed the bitmaps to explicit Alpha. I dont get it.
Use Interpolated Alpha or 32 bit.
Explicit is only solid white or black.
You should have copied the settings from the plasma pistol.
The bitmap is like what you have; 2D texture, uses explicit alpha.
Also, are your function exports and meter shader correct? Make sure the value source matches whatever function is linked to magazine ammo.
it works perfectly fine if i have no alpha, which means its not a meter setting. I just want to round off the meters, not have the solid blocks. They did this with the plasma rifle, and that is what i was looking at.
I am having no trouble with getting it to count down or anything, im having problems with it showing up right after i add the alpha mask.
Also, if i use a super-high FOV (as shown above) it shows up, and counts down like it should, its just not appearing very well in the standard FOv range, and it is missing triangles.
Hmm. Interesting.
Try pulling the plane that has the meter on it away from the magazine a bit?
Random thought, it looks like a mipmapping issue though. :?
mipmapping? Hmmmm......whats that?
Get on AIM kenny, I'lll show ya what he means.
Mipmapping is the automatic downsizing of a bitmap when you import it into a bitmap tag. It helps the rendering engine in that it uses those lower resolution bitmaps on the faraway item to save rendering time. The drawback is that it increases the size of your bitmaps.
Anyway, I'm thinking that it's a mipmapping problem, since it renders fine when you move it far away, but when it's close, nothing happens. Can you test it out further, by perhaps moving your FP arms with Yelo Battery?