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?
It seems to be somewhat visible when a super high FOV is used, but not up close. THis is with a full clip.
I copied the shader_transparent_meter settings from the Plasma Rifle, and just changed the bitmaps to explicit Alpha. I dont get it.
Last edited by kenney001; August 1st, 2007 at 12:48 PM.
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.
Last edited by p0lar_bear; August 1st, 2007 at 04:29 PM.
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.
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?
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