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| 14 Dec 2014 12:39 PM |
Hi, I'm using paper morphs with decals and they turn more transparent every time I zoom in and I want to try and stop this. I have tried multiple and various methods to accomplish this but the ROBLOX engine seems to override it.
How can I stop a decal's transparency from changing when zooming in? Any help is appreciated, thanks.
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SLY3
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| Joined: 10 Jul 2008 |
| Total Posts: 1700 |
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| 14 Dec 2014 01:10 PM |
| Are they decals on the bricks of the morphs, or on a SurfaceGui/ScreenGui? |
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| 14 Dec 2014 01:14 PM |
BasePart.Changed:connect(function() BasePart.LocalTransparencyModifier = BasePart.Transparency end) |
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| 14 Dec 2014 01:17 PM |
| But Sensei, he is having problems with the decal transparency. Don't you use Decal.LocalTransparencyModifier for that? Or is that property not functional yet? |
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| 14 Dec 2014 01:18 PM |
| Im pretty sure if you do that to the decal's base part then it should affect is also |
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| 14 Dec 2014 01:20 PM |
| I mean, it works with t-shirts and faces, right? |
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| 14 Dec 2014 01:22 PM |
@SLY I have the decals on a brick which is welded to my torso. @Sensei I have tried changing the LocalTransparencyModifier of the part with the decal on to 0, it still makes the decal change transparency when zooming in.
All I know is that when I zoom in, the decal's transparency property changes itself. I have tried to keep the decal transparency at 0, but the ROBLOX engine keeps overriding it. It's just a nuisance because when I go into first person, nobody can see my morph.
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| 14 Dec 2014 01:24 PM |
| Then your best answer is to clone every part of the morph, put it in CurrentCamera, and weld it appropriately. |
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| 14 Dec 2014 01:25 PM |
Yes, that was an update a month or three ago. It is annoying on certain games with decals. I still think LocalTransparencyModifier on the decal might work. |
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| 14 Dec 2014 01:25 PM |
@Jarod I have tried to modify the decal's LocalTransparencyModifier property, but it defaults back to 0.
Also, just to mention I have been using RenderStepped also to try and make sure the changes are kept in place. The BasePart's LocalTransparencyModifier changes, but the decal's just defaults to 0.
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