1>
No, brushalpha is like entityalpha, and it fades the whole mesh, while I want a SOLID mesh, and to make it look like metal, I need that the 2nd layer of texture (layer 1) can have more or less blend onto the other layer of texture.
The command should be TextureBlend,FLAG%,AMOUNT#,
to work good and make perfect metal reflections.
Which is a thing blitz3D can't actually do, but that in C++ upon DX7 SDK you can actually do.
2>
Yes, you could put HideEntity, but what about, you make a game, and have also Collisions to deal with ?
You would lost your ship in deepspace because HideEntity STOP the blitz collision system from work on that entity.
The trails goes hidden, because I hide their parent, the exhausts, anyway yes, they could be rendered, but the ship middle part NOT! ;-)
No, brushalpha is like entityalpha, and it fades the whole mesh, while I want a SOLID mesh, and to make it look like metal, I need that the 2nd layer of texture (layer 1) can have more or less blend onto the other layer of texture.
The command should be TextureBlend,FLAG%,AMOUNT#,
to work good and make perfect metal reflections.
Which is a thing blitz3D can't actually do, but that in C++ upon DX7 SDK you can actually do.
2>
Yes, you could put HideEntity, but what about, you make a game, and have also Collisions to deal with ?
You would lost your ship in deepspace because HideEntity STOP the blitz collision system from work on that entity.
The trails goes hidden, because I hide their parent, the exhausts, anyway yes, they could be rendered, but the ship middle part NOT! ;-)