I seem to be having a problem with alpha textures in the games engine. basically although I can certainly get alpha textures to work and can use alpha texures for such things as trees, glasshouses, glass, complex structure made of steel girders etc.
The problem is that where there are a number of objects that have alpha texures spacially in front or behind each other all the objects in the background show through objects in the forground which obviously gives an effect that is pretty useless really, well it looks like x-rayitus
I seem to have tried everything my latest trick which has entailed creating texures where the areas that are meant to be transparent I set to 97% alpha instead of 100% this seems to have helped aleviate the problem a bit, but it is still there and when I tried creating a model of a large green house with nice semi opaque alpha rendered windows, all the plants and shrubs inside which also use alpha textures are negating the alpha in the glass walls of the greenhouse, so it just ain’t working, it looks like the day of the triffids
I’m wondering therfore if there is something simple I am missing or if it is problem specific to my graphics card (it’s a Nivida G-force card BTW) Or is it just a limitation of the Blender games engine?
Basically I am trying to create some fairly complex interactive walkthrough landscapes somewhat simlar to Active Worlds" However this problem with alpha rending does seriously limit what can be achieved since given the complexity of the stuff I am trying to create alpha texturing is essential inorder to keep the polygon count down and obviously without alpha texturing one realistic looking tree model is going to be one tree too many :-?