First of all, can someone remind me if it’s possible to have 2 different materials in the BGE for a same mesh face ?
In my game, the character is in 3th view and sometimes the wall are masking my character (when showing face A) or the wall is just transparent (when showing face B) .
So my solution is to duplicate the mesh, flip the normals, and make the face A (of my duplicated mesh) semi-transparent.
As you can see, i’m able to see my character from the roof. But if my character is on the roof, i would like to see her the same way (the roof would become semi-transparent too - even if it is seen from below)
So, What i would like to do :
avoid to have duplicate the mesh : can i have in the BGE a single mesh with 2 faces with different materials ? ( 1 full diffuse, the second semi-transparent)
be able to flip the materials whether it’s not masking my character ( so the full diffuse) or masking my character (so the semi-transparent)
Other idea : Maybe would it be possible to have a 2d filter melting to semi-transparent all the vertex between my camera and my character ? (the mesh of my character will be fully rendered ofc)
yes, i use already this to color my targets but i forgot that alpha channel x) So, good idea. I tried it but i dont like it as - after splitting the building into parts according to materials - i get some parts which have mesh all around on the map (same material) and sometimes, there’s more than 1 part/material annoying my camera view.
Is there any trick which could make like an occluder box parented to the camera which make : the closer to the camera - the more the vertex becomes transparent ? (except the characters ofc)
Any other idea ? For the moment, im just making the camera trying to avoid walls with raycast… but its tricky sometimes
Just select and duplicate the texture you want…and add to a mix node with the Geometry Node as the factor…you can see it is now a two-sided plane…both sides could be you transparent material and would be just how you describe what you want…and you can forget all the duplicating flipping and all that…