I want to have transparent objects in my walkthrough (generated runtime.exe). So I use only uv-mapping for textures. For semitransparent objects I use a .tga with alphachannel and in uv-editing I have set the texture face properties “tex” “collision” “alpha” and use “copydrawmode”. If I test the scene with “p” or exporting it to runtime.exe everything is fine (transparent texture) but lacks shadows. To get static shadows I use the radiotool and replace the meshes. But now the transparent material is becoming to much transparent. I have tested out the same object with a .tga-image without an alphachannel (but “alpha” still selected in the texture face properties) - the result is an aproximated 50% transparency of the non-transparent uv-texture. Why? I thought, blender has to take the trancparency in this case directly from the alphavalues in the .tga, but it seems that Blender don’t do so. Blender adds some odd extra transparency after radiosity mesh replacement. And: the shadows seems to generated as if the transparent Objects would be opaque (to dark).
Does someone know how to get along with these two things? Or do I need to exclude the objects containing semitransparent .tga from radiosity calculation (with the effect of looking flat an not throwing shadows at all)?
tested scene without radiosity and mesh replacement (the ball in front):
with radiosity and mesh replacement (the ball in front):