Roland Melkert Wrote:I'm guessing because the texture is still used by a '4' or '3' line it will use that lines colour for base properties (incl it's colour for alpha blending).
That is exactly how this works, and the proof of use of gradients and proper alpha blending were what was necessary to bring Travis onboard two years ago.
See the AT-AT dish (in green instead of grey so it really shows) and the "TEST/TEST/Philo was here!" dish at https://plus.google.com/photos/116975088...paign=link
Roland Melkert Wrote:And when you need a pastern with multiple properties you have to divide it into multiple quads etc using multiple textures.While no one has yet had a need or use for multitexturing yet, this was the intended approach. As Travis mentioned elsewhere, each line as spec'd is to take an optional GLOSSMAP parameter, so each texture is defined to allow for it's own per-texel specularity value for making "shiny" colors actually reflect light appropriately.