Zimke Zlovoljni said:
For some reason transparency is not visible in obenbrf any more, flags used when this happen are 2720, texture is saved in DXT5 format. It is however visible in Tex and Mat tab, just not in Mes tab.
Transparency: I'm not happy but it is hard to find a better way. The problem is to try to guess this: "Should the alpha channel of the diffuse texture control the transparency, or not?". If OpenBRF guesses wrong, either way, it produces very flawed previews. To guess right, one would need to look at the material flags (to determine if alpha blend is activated or not) AND the actual behavior of the shaders (to determine if alpha is produced for each fragment, copying the alpha of the texture). No matter what heuristic I try, there are several vanilla objects which are guessed wrong. Maybe I should add an option to override the guess, but that's a little ugly, also considering that it is a triple option (something like: "Alpha blending:" "override enable", "override disable", "auto").
Somebody said:
Vincenzo said:
When you select a bunch of meshes copy them and then paste them somewhere in-between the list, only the first selected mesh gets pasted in-between the rest somehow get pasted to the top, this is annoying if you have a bunch of lod's you want to copy from one mesh to the other and then rename (lots of scrolling)
Copy-pasting also reverses the order of the selected meshes.
You are all right, I'll see to fix that.
Somebody said:
Also, unmounting for helmets doesn't work properly for me.
The recently added "Discard"=> "rigging (unmount from bone)" assumes the object is rigged to a single bone.
Longer explanation: it places every part of the affected object(s) from the origin of their original bone to the world-space origin. That's the opposite of mount-on-bone, and it is what the game will do if you use an unrigged something (boot, helmet, glove, ...). If the object to be "unmounted" is rigged to multiple bones, this breaks it apart, making a mess (maybe in that casea warning should be given before going on).
In order to correctly "unmount" a helmet which is rigged to multiple bones, one must first rig it to a single bone, the appropriate one (head for helmets), by "mounting it on one bone", remembering to specify that "the object is already in its final position" so that it is not moved. Only then, "un-mount" it.