Talk:$distancealpha: Difference between revisions
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So... can you use this on world brushes or models? Or is this strictly a HUD / world sprite affair? --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 03:55, 5 Jan 2009 (PST) | So... can you use this on world brushes or models? Or is this strictly a HUD / world sprite affair? --'''[[User:Campaignjunkie|Campaignjunkie]]''' <sup>([[User talk:Campaignjunkie|talk]])</sup> 03:55, 5 Jan 2009 (PST) | ||
:VertexLit is fine (see the trees in Ep2), but Lightmapped has pixelisation problems at grazing angles. --[[user:TomEdwards|TomEdwards]] 04:02, 5 Jan 2009 (PST) | :VertexLit is fine (see the trees in Ep2), but Lightmapped has pixelisation problems at grazing angles. --[[user:TomEdwards|TomEdwards]] 04:02, 5 Jan 2009 (PST) | ||
Can this be used on any texture that tiles? Upon testing, it appears that the edges must be 0 (black) which effectively creates a seam through the texture. --Rozzy85 11:28, 22 Oct 2009 |
Revision as of 15:32, 22 October 2009
So... can you use this on world brushes or models? Or is this strictly a HUD / world sprite affair? --Campaignjunkie (talk) 03:55, 5 Jan 2009 (PST)
- VertexLit is fine (see the trees in Ep2), but Lightmapped has pixelisation problems at grazing angles. --TomEdwards 04:02, 5 Jan 2009 (PST)
Can this be used on any texture that tiles? Upon testing, it appears that the edges must be 0 (black) which effectively creates a seam through the texture. --Rozzy85 11:28, 22 Oct 2009