R Soul on 11/2/2015 at 14:56
I had a go at that yesterday. I set min alpha to 0.3 and max to 0.7 and linked a FlickerTrigger to the object. To make it less predictable I used a second FlickerTrigger with a different rate value. This might sound odd but I think it looked undignified. I know I wouldn't take instructions from a ghost who kept fading out.
ZylonBane on 11/2/2015 at 16:36
Quote Posted by Ricebug
And, can it be done using MTL scripting.
MTL files aren't scripts. They're just a list of static data that tells the engine how to render a texture.
Necrobob on 12/2/2015 at 10:46
There's good reason for why mtl effects are turned off for meshes. Quoth the material documentation:
Quote:
IMPORTANT! Render pass rendering isn't terribly efficient so it should be avoided on anything that would cause
a large amount of simultaenously visible polys. This especially applies to objects where the material is used
on a large portion of the polys. This will completely break batched primitive drawing, which accounts for a
large portion of the updated Dark's speed improvements, and not only will it make it as bad as before the update
but twice as bad (or more depending on the number of passes)! A few select polys on an object having material
passes is ok though, like for example a high poly computer where you have a screen made of 2 polys or so, that
you want a material based reflection pass on. On the other hand for example 300 poly brass candle holder, where
the entire object has a reflection pass, is a terrible idea. It will go from 1 draw call to 600 draw calls.
Also, enviroment mapping in NewDark currently always has a faceted look to it, and if the thing in question is not supposed to look faceted, well...