Hello, hum, well, after saving as runtime, when I launch the .exe file, all my alpha IPOs are messed. I mean, inexistant. I used alpha IPOs on plane in order to make some fading transition screens.
If it works when I launch the game in blender (well although some of them are messed too after the runtime), it doesn’t at all after runtime. The plane just appear when they have to, popping up in a very ugly way, and making all the hours I spent learning texture and alpha in blender vanish into dust, lol.
This is really strange, I spent hours and hours turning and turning my blend file without succeeding in finding what causes this problem.
Does anyone have an idea?
Thanks.
P.S: My blend file is very big for being uploaded, so I’m affraid I’ll not be able to post it.
OK, I’ll take a shot, but I’m not sure I’ll be able to figure it out. Are you using MultiTexture mode? If so do you have the alpha settings set to “Alpha” and not “Clip Alpha”?
Hi Volume, I checked, and I’m affraid my problem isn’t solved. I use multi texture material indeed, and the button “alpha” is switched, not the “clip aplha” one…
I usually create my planes with alpha opacity with 3dsMax, then import them in blender with the .OBJ format. I sometimes have some manipulation to do before getting the alpha opacity in game.
I tried to with a plane created in blender, following the tutorial on the site “tutorial for blender”.
Same results, it works ingame from blender, but it disappear after runtime…
Hi there 3DLion. Maybe you have copying a plane without paying attention, and maybe this plane has some IPO on it?
I sometimes copy objects don’t want to, and figure it out much more later…
um, well, i know how to do it in glsl and texture face, but multitexture confuses me.(it has no cards or life points! XD) did you also set the rgb ipo too? for some reason you has to do that in texture face. (btw, is that the object alpha ipos or material that yer usin’?)