You didn't set proper renderflag. Could also be that you didn't set an Alpha channel for the texture before converting it, but that would've been my second guess.
Render flags are in the model, per geoset.
Quote from: "schlumpf"Render flags are in the model, per geoset.And how do I do that in mdlvis? I don't work so often with Mdlvis, or is this not possible to make in Mdlvis.
[...]Is there maybe a function in Pymodeleditor, to fix the Transparent thing on the .m2?[...]
Well I'm right now in Pymodeleditor with my model .m2 . But the Render Flag thing is weird, no where is something like "transparency" or kind of this. Or what of these things I have to check/select?
Quote from: "frezer748"Well I'm right now in Pymodeleditor with my model .m2 . But the Render Flag thing is weird, no where is something like "transparency" or kind of this. Or what of these things I have to check/select?... Test around ? Translate the words to your respective language or get a definition of them ? Compare to other models to see their flags ? Show some self-initiative.
Quote from: "Ascathos"Quote from: "frezer748"Well I'm right now in Pymodeleditor with my model .m2 . But the Render Flag thing is weird, no where is something like "transparency" or kind of this. Or what of these things I have to check/select?... Test around ? Translate the words to your respective language or get a definition of them ? Compare to other models to see their flags ? Show some self-initiative.Well I did it already by my own, and try all through. Still not working...
Every other render flag (blending mode) than Combiners_Opaque has transparency. Thus, take Combiners_Mod, Combiners_Decal, Combiners_Add, Combiners_Mod2x or Combiners_Fade. _Mod or _Decal should fit your needs best.