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
>
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