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Aha! So that's how you did it. Many thanks for the tutorial/example. Most useful.
To add to what you have said, it is worth mentioning that, in some cases, acceptable translucency can be achieved by using the normal DECORATE forms of translucency on the actor. These do get transferred to the model if one is allocated to the actor but it doesn't give you the fine control of a skin with full alpha support.
Gah. Already found some side effects to this. It's easy to see when you activate the chasecam. The triangle depth sorting goes haywire. Try standing close to the wall with AO and move the view around. Also in some angles the bloodsplats draw in front of the player sprite.
For the blood splats, I don't really care, but the fake AO probably won't work on a large scale design... we can't have these polygons magically appearing in front of sprites even though they aren't supposed to.
Lol, I have good news, Nash I checked now the files on my disc from old computer and I found your original package (.txt file and .pk3 file). I totally forgot that I downloaded this file
Thanks! Actually it turns out I had it in my Dropbox all along (original upload with text file) but I appreciate you digging it out for me and putting it as a forum attachment. At least if my Dropbox dies, your attachment would still be there haha.