Chris Janes wrote:

The problem I'm having is figuring out how to make it render in a similar
way, where the character model occludes the sprites but nothing else does.
It may be that it required engine alterations, in which case I'll just make
do with something not quite as pretty, but if anyone can suggest any ideas
I'd be much obliged!


The way I would do this is by messing with the z buffer. The particles
you mention need to be set to always have a higher z buffer value then
the character they surround, but not as high as the wall the player is
in front of.

--
Jorge "Vino" Rodriguez


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