Hey guys, long time reader, first time poster!
I've started working again on my Sonic 1 remake mod
(had to take a couple months off due to personal reasons but I'm back on a roll once again). Big thanks to Parax and JoeTE for their help via PMs over the past week or so for some issues I've come across. It's helped a lot.
I'm getting a new problem now. All of yesterday I spent trying to use one of the GHZ Classic palm trees in my GHZ remake (exported the whole level as a .DAE from SonicGLvl then isolated the palm trees, re-textured, etc.) and I went through a long and painful (20+ hour) process of figuring out that residual Vertex-Coloring was messing me up. Here's a fun little slideshow of what I went through.
Anyway, as you can see in the last image, I've got a separate problem now; the opacity maps are causing havoc with how the images are drawn.
Here's a quick example image of what I mean. I've textured three intersecting boxes and decorated them with the palm tree's materials.
(Note that I'm testing this using a temporary ObjectPhysics object in SonicGLvl and not as imported terrain, as it allows me to see opacity maps as they are going appear in the game instead of diffuse planes which GLvl seems to use for terrain)
I figure it's likely either a shader thing (since I'm not entirely sure how any of the shaders actually work) or something to do with my opacity map's setup in Max, but I can't figure it out for the life of me.
Hopefully someone else has run into this problem or can answer at a glance so I can sleep peacefully tonight.
This post has been edited by Sarsion: Today, 01:23 PM