18 Jul 13, 11:58AM
Just for clearification.
In fact the engine does not support 'real' transparency (so far) like with coloured glass for example. Though it's possible to use alpha masked textures (.png), where pixels of a certain colour woun't be rendered.
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Well, maybe not as offtopic as one might guess:
Cleaner, I see that you put shoot-through issues above poly count in general and that most of your latest models are rather high poly.
This makes me wonder whether the low-poly-guideline has been changed in any way? Or are there even some engine tweaks going to be revealed with v1.2, which will handle those amounts better?
In fact the engine does not support 'real' transparency (so far) like with coloured glass for example. Though it's possible to use alpha masked textures (.png), where pixels of a certain colour woun't be rendered.
______
Well, maybe not as offtopic as one might guess:
Cleaner, I see that you put shoot-through issues above poly count in general and that most of your latest models are rather high poly.
This makes me wonder whether the low-poly-guideline has been changed in any way? Or are there even some engine tweaks going to be revealed with v1.2, which will handle those amounts better?