![Crazy :crazy:](./images/smilies/crazy.gif)
Anyway, nothing too special here, I just thought I would share this little transparency test map I made quickly, for those interested.
![Smile :smile:](./images/smilies/icon_e_smile.gif)
https://c2s.cwaboard.co.uk/DLoads/TreeTest.zip
Contents: a working C2 map, the source .max file.
The scene consists of 320 trees arranged in several rows. Surprisingly, even with all of them in view simultaneously, they seemed to develop no major transparency artifacts for me, such as the back rows vanishing from view. Does it depend on the hardware and glidewrapper used, maybe?
In the .max file, you'll find a toggleable modifier for the branch objects, which greatly increases the geometry detail of the branches. You'll notice that enabling it will (or should) result in dramatic increase in transparency artifacts in-game.
Things to try:
1) Simplify the branches further: 2 rectangles -> 1 rectangle
2) Multiply the number of trees, and see how quickly artifacts begin to occur