BerScott
I'm working on headlights for a car and as always I've located HLGLO 1mm in front from original light material/texture. All works perfect with T1 diffuse shaders, but if I apply cubemap, specular or bump map to the lamp (not the hlglo), textures from HLGLO dissapears. Of course all dds textures for specular and bump maps have alpha channel assigned.
I've tried importing to 3DS max and exporting with "src alpha" - "inv src alpha" and I get same results. DDS files are saved as DXT5 ARGB 8 pbb interpolated alpha. I think it is problem from 3DS material, maybe other alpha setup works? Don't know exactly how "Source blend" "Dest blend" works, and I'm barely sure other setup could work.
Edit: Pics in post #4
I've tried importing to 3DS max and exporting with "src alpha" - "inv src alpha" and I get same results. DDS files are saved as DXT5 ARGB 8 pbb interpolated alpha. I think it is problem from 3DS material, maybe other alpha setup works? Don't know exactly how "Source blend" "Dest blend" works, and I'm barely sure other setup could work.
Edit: Pics in post #4
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