Quote from hessiIt is ! He made the model.
- Just cut the glass and compile both models with his respective material.
but this makes it two models! but that doubles collision time + extra render batch.
in my eyes it is really bitchy to search for such problems. this is a damn nice map.
two textures, one for the body, with no alpha channel
one for the glass, a smaller texture, with alpha channel
you can control the properties of the materials, and get away with probably a smaller amount of tex memory and probably better performance as you haven't got a massive sheet of texture with only tiny parts alpha'd
no. surface behavoir is conrtolled by the qc file which results in one material per model (not texture like material!)
You can assign glass polies to a bone which can have diferent surface properties, there's nothing you can't do in source ![]()