- Got rid of shadows (self shadowing and ground shadow) from transparent textures.
- Dynamic reticle now "belongs" to cockpit and doesn't get hidden by frame in Thunderbolt.
- Cockpit light in TextureMagic is correctly configurable.
Here is an example sprite texture that will be turned into red point light with a range of two meters:
[CockpitLight] ; Point or Spot|Hex RGB|Range|Atten0|Atten1|Atten2|Theta|Phi
light_red.dds=Point|ff0000|2.0
* Bump map textures still seems to work incorrectly, but I guess nobody needs them anyway.
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