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ItHadToComeToThis

HUD Texture Issues

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Okay, I know this belongs in the Building and Texturing forum but honestly, that forum doesn't seem to be all that active so asking here.

So, does anyone know how to stop transparent textures on a HUD from blending into one another on first attach. If I right click the HUD it will correct itself immediately but until I do that it looks as it does in the attached picture. I have seen other HUD's with alphas setup in a similar manner that do not do this and display correctly each time they are attached. Does anyone know of a fix for this?

The red part of the texture is actually the back most layer and the wood buttons are in the middle and the text is actually the front layer

Screen Shot 2019-10-09 at 19.00.44.png

Edited by ItHadToComeToThis

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Alpha sorting is a problem on HUDs too (where you have overlapping textures containing alphas). Best solution I know is to set one or all of the layers to “alpha masking”, and play with the level of masking needed. Yes, you lose some of the soft edges and partial transparencies, but for bits like your red circle or those wood squares, it shouldn’t be too bad.

(ETA - I only saw this because it was in the building and texturing forum...some of us check there first. Even if it doesn’t seem like a busy section it’s still worth putting it where the people interested in the topic will read it.) :) 

 

Edited by Peony Sweetwater

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Oh, and there have been some discussions around layering alpha textures when making hair...you might want to look back to some of those for more thoughts on the issue. I’m currently in my iPad on a train and can’t easily link you to the discussion, but a quick search of the forums should find them.

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