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render on top of precipitation


fLUnKnhaXYU

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This is the models material file for that particular material .

 
singleton Material(building_01_glassMat)
{
	mapTo = "glassMat";
 
	normalMap[0] = "art/shapes/building1/building_01_nm.tga";
	specularMap[0] = "art/shapes/building1/building_01_spec.tga";
 
	diffuseColor[0] = "0.152941 0.423529 0.443137 1";
	specular[0] = "1 1 1 1";
	specularPower[0] = "54";
 
	doubleSided = false;
	translucent = "1";
	translucentBlendOp = "LerpAlpha";
   pixelSpecular[0] = "0";
   cubemap = "GoldenHourCloudySkyCubeMap";
   materialTag0 = "RoadAndPath";
   glow[0] = "0";
};

 

This is from the .MIS

 

new Precipitation(snowT1) {
      numDrops = "100000";
      boxWidth = "200";
      boxHeight = "100";
      dropSize = "1";//------------------The size in the original picture was more like 5
      splashSize = "0.5";
      splashMS = "250";
      animateSplashes = "1";
      dropAnimateMS = "0";
      fadeDist = "0";
      fadeDistEnd = "0";
      useTrueBillboards = "0";
      useLighting = "0";
      glowIntensity = "0 0 0 0";
      reflect = "0";
      rotateWithCamVel = "1";
      doCollision = "1";
      hitPlayers = "0";
      hitVehicles = "0";
      followCam = "1";
      useWind = "0";
      minSpeed = "1.5";
      maxSpeed = "2";
      minMass = "0.75";
      maxMass = "0.85";
      useTurbulence = "0";
      maxTurbulence = "0.1";
      turbulenceSpeed = "0.2";
      dataBlock = "HeavySnow";
      position = "738 -56 170";
      Rotation = "1 0 0 0";
      scale = "1 1 1";
      canSave = "1";
      canSaveDynamicFields = "1";
   };
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Hmm....


It's obviously going to screw with the look, but can you try turning off this:

 

translucent = "1";
translucentBlendOp = "LerpAlpha";

 

I'd wager that's causing the order fighting, but figure we can turn it off real fast to double-check that's the case to confirm the supposition.

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