Hey, I don't know if this is the best place to ask, but does anyone here know how to fix it in unreal (2) is having a problem where an object with a alpha transparency is blocking other static meshes behind it from being rendered?
I think it's an problem with render priority or sorting, but I'll be damned if I can figure out how to fix it.
If anyone could help that'd be great.
Thanks.
Replies
Its likely defaulting to overwrite, and might be the cause of blocking the objects behind it.
Any other ideas?
or you might need to use masked alpha instead of alpha blending.
you might check out udn, my memory is fading on unreal2 stuff
http://udn.epicgames.com/Main/WebHome
vailias at gmail dot com if you choose to send it.
I just got it working. I had to turn off ZWrite in final blend.
Works perfectly now.
Thanks again.
I haven't set up any antiportals yet, so it's not that. My understanding was that UT only works on a per triangle basis with BSP geometry, and should be optimizing on a per-mesh basis for static meshes. I couldn't find anything that helped in the static mesh browser options, or in the properties for this instance of the static mesh. Any ideas would be helpful, and don't mind the placeholder textures :P
The only other thing that leads to this sort of look is if you have imported a non triangulated mesh, but the results from that are usually much worse.
Double check the vert issues first, and if they are fine, consider splitting your mesh into 2 parts, one for the top glass and one for the base, and see if the problem sorts itself out.
Also, are the faces there before you add the material? I'm assuming so. If they are then making the material a Final Blend and turning zWrite to false should fix it right up.
If you need help with any of it just ask at school.
I talked to Mark, he said it might be problems with Alpha sorting. Looking into that now