Comments (1)
Thanks for the request! While it's a great suggestion I'm afraid it's just not quite that simple ...
- alpha channel of textures is not always used for transparency, it's sometimes used for mask or occlusion data
- many textures in PDX games were incorrectly exported with alpha channels (ie the texture channel is unused in the shader)
So while I can test if a texture has an alpha channel, there's no way for me to know if connecting that to shader transparency is correct or not unless I also checked which game shader a mesh is using and then parsed that shader code to see how and if the channel is being used.
For now it's intentional that the alpha channel isn't hooked up, because I'd rather leave that as an easy step for the user to complete instead of doing the wrong thing on import and make the user correct my mistake.
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Related Issues (20)
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