D.C.V.
L2: Junior Member
- Sep 11, 2020
- 52
- 37
Yeah. Basically you have to:
- Set up your model so that those particular polygons use a different material than the rest of the model; you can and should keep the UV mapping the same
- Make the material file for that material, referencing the same $basetexture but also including $translucent 1
- Add alpha-channel transparency to where the windows are in your texture, along with any other alterations you might want (clouded-looking edges are a popular choice)
I'm kinda bit confused. Can you show me step by step with screencaps? I'm doing it the wrong way.