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Author Topic: 3d Actor BlendMode  (Read 2553 times)

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redfox

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3d Actor BlendMode
« on: February 19, 2007, 05:23:32 PM »

Hello,

I noticed that for WME 1.6 beta 3, a new BlendMode attribute was introduced for
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Mnemonic

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Re: 3d Actor BlendMode
« Reply #1 on: February 19, 2007, 06:07:22 PM »

For a Particle emitter I have used Emit.BlendMode = 1; but what/which code would I use for a 3D actor’s BlendMode?
actor.BlendMode = 1;

Can a BlendMode also be applied to a static sprite in a scene?
Yes, you can change blending mode for any entity in the scene.
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redfox

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Re: 3d Actor BlendMode
« Reply #2 on: February 19, 2007, 07:40:35 PM »

Wonderful, Thanks for the information.

I now have Blendmode working on my 3D actor. I was trying to use it on an old Milkshape model, but now have it on an X model instead.
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Mnemonic

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Re: 3d Actor BlendMode
« Reply #3 on: February 19, 2007, 10:02:16 PM »

Right, it doesn't work for Milkshape models, only for .X. The MS3D support is there only for backwards compatibility now and isn't expanded anymore.
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