john9818a on 6/7/2017 at 16:52
I didn't see anything relating to this issue in a search so I'm posting this for future reference.
I have a haunt in my mission with Transparency (Alpha) set to 0.4. Recently I added a key to the haunt by using the Contains link, and I specified the belt as the location. When I went into game mode the key would disappear and I was unable to frob it. After doing some trials and testing I found that the key has to have the Transparency (Alpha) parameter as well, and the value has to be something other than 1.00. I would probably use something like 0.99 because the key is rather hard to see when both the haunt and the key have a low Transparency (Alpha) value.
LarryG on 6/7/2017 at 17:28
You are correct. I discovered that earlier this year myself.
Unna Oertdottir on 6/7/2017 at 18:29
I encountered this in my mission
I set the key to
Renderer--Has Refs:true
Renderer Type: Unlit
No Transparency Alpha setting
Well, that's a bright key on a ghost :p
john9818a on 6/7/2017 at 18:53
I tried to set Has Refs to True but then I got tons of "will be rendered twice" errors. I guess its no big deal though.
LarryG on 7/7/2017 at 19:03
Just put any explicit transparency value on the concrete key. How hard is that? When you mess about with render order you are setting yourself up for all sorts (pun intended) of rendering errors. You should only do that as a last resort, which this isn't.
gamophyte on 7/7/2017 at 19:34
Quote Posted by LarryG
Just put any explicit transparency value on the concrete key. How hard is that? When you mess about with render order you are setting yourself up for all sorts (pun intended) of rendering errors. You should only do that as a last resort, which this isn't.
It isn't hard at all, but I was just poking around out of interest, this wasn't even my post. If it were me I'd like to keep things native to the haunt no matter what he carries. I don't like the idea of any transparency added to the key as a matter of principal. I'm still a noob at this stuff though, what sort of errors are caused by re-ordering render?
Yandros on 7/7/2017 at 19:41
The haunt could start having rendering issues when behind trees or windows, or other similar objects which have some transparent parts. No experience here, just speculation.
gamophyte on 7/7/2017 at 19:46
Still works...
Inline Image:
https://i.imgur.com/9SJU38O.jpgAlso did a solid brush, it blocked it right. I don't see an issue but I guess I will do this in my own mission and see if matters.
LarryG on 7/7/2017 at 20:05
Generally speaking, you get into more trouble than you get out of with tweaking render order. Only use this approach if there is nothing else which will serve. And if you decide you have to do it, do it only on non-movable objects where you can investigate and verify that everything looks right from all angles. If you put on things that can wander about, you are just begging for something to go wrong.