Posts: 12,927
Thanks: 3 in 1 Posts
3 Achievements
Another thing with transparency is to make sure you layer the mesh properly, because this can be a problem sometimes. The Blend setting has a tendency to mess with the layering ingame, so iif you run into that problem you'll want to put all the transparency parts in one group and layer the group where it "should be" in the order, and split up the mesh so things make sense (groups will act as one subset as long as they have the same name). .
If you're working in Milkshape this is relatively easy. If you're making a vase with flowers and some deco on the vase, you can layer it something like this:
Flowers (cutout, can share TXMT and texture with decoration)
vase (glass, separate TXMT)
Flowers (Decoration on vase, plain mesh, can share TXMT and texture with flowers)
You can also use Opacity setting in the Comments in Milkshape along with the layering. You can use Unimesh to export/import the mesh (SimPE usually messes it up via OBJ), but make sure to keep the original internal filename (copy the original before importing, paste before clicking "commit")
(In blender this layering process is near to impossible, it seems...)
Non-transparency/alpha items can have the "stdMatAlphaTestEnabled: 1" setting without it showing, but avoid setting it for objects/recolors that don't need it, because it's a drag on resources when used unnecessarily.