It can depend on the material. In this case I'd guess you have a sprite material and it's the rendermode key that's set to normal (which is not transparent) and you change it to kRenderGlow (which is).
Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Eric Van Huss > Sent: Sunday, November 12, 2006 8:18 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Question about materials > > [ Converted text/html to text/plain ] > > Trying to fix a visual bug. > > What can you set in a .vmt file where > aMaterial->IsTranslucent() would return True? I tried the > obvious "$translucent" "1" but that didn't work(I've tried > lots of other stuff). Here's some more info. > > If a temp sprite ,using the same material, calls > SetTransparency( kRenderGlow, 255, 255, 255, 200, > kRenderFxNoDissipation ) then the material gets changed and > aMaterial->IsTranslucent() returns True. If I call > aMaterial->Refresh(), > IsTranslucent() returns False and the visual bug returns. Which means > Refresh() is working(I think). So I just need to know what > settings in a .vmt file makes aMaterial->IsTranslucent() return True. > > EJ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders