I just tried my example again and setting the semi transparency is still cancelling out the additive blending.
You mentioned this was corrected in the build thread but unfortunately I still get the problem.
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I just tried my example again and setting the semi transparency is still cancelling out the additive blending.
You mentioned this was corrected in the build thread but unfortunately I still get the problem.
You have to use the new Set Alpha-Blending Coefficient action (with a different coefficient, as the coefficient you pass to this action is between 0 and 255).
The old Set Semi-transparency Coefficient action only works with the Blend effect. In fact it forces the Blend effect, I didn't want to change it for compatibility reasons.
EDIT: hmm... maybe I could remove the code that forces the Blend effect in this action if the game is run in hwa mode... the result will be different than the result in software mode only if the object has another effect, probably not important.
Ah cool.
I'll try that when I get back in later.
I've tried the new way and have encountered a problem.
I'm trying to always add 1 to the alpha blend coefficient with the following code so it fades out.
"AlphaCoef( "Explosion" )+1"
However, it seems to go from 0 straight to 255 making the object invisible, negating the fade effect I'm trying to achieve.
I've uploaded the app to http://www.auld-games.co.uk/mmf/alpha.rar
I've tried the effect in a new app and the same thing happens.
If I set it to always subtract 1, the effect fades in fine, I just can't get it to fade out.
May be something I'm doing wrong but in the other app I tried, I set up a counter to track the value and that's where I saw it jump from 0 to 255.
The original one works sweet in build 2b now.
Thanks !