At the moment I’m starting to learn the BGE and I have some issues trying to create a window which is transparent (shadows are effected by transparancy) and reflective.
At this point I have a plane which is transparent but the shadows stay black.
I googled a lot and I saw some create posts here about reflective/refractive glass with all kinds af scripts but this is too advanced for me. Don’t even know how to copy those settings in my scene to get the same result.
To get rid of those shadows, go to the windows material settings and look at the “Shadow” section uncheck everything.
As for the reflections, in-game reflections are not possible using basic material settings. Scripts are essential. However, the effect can be mimicked/faked (not even a good alternative, but without scripts, one of the only ways) using the “Reflection” UV map.
I tried to cast some shadows in glsl mode with an alpha map. In the render I get transparent shadows but in glsl mode not. I attached a render/screenshot and the blend file. How do I get transparent shadows in glsl mode (game engine)? I checked recieve transparent shadows for the ground plane but this doesn’t seem to work.
That option is only for renders, it not works in the bge.
Realtime alpha shadows not work in the preview, try open the game pressing “P” or use the standalone player and make sure these options are enable in all materials:
I checked the receive transparent box in the material and started the game with p. Still doesn’t work. I’m using glsl shading. Maybe someone can check my blendfile I attached early on? Don’t know what I’m missing.
Maybe it’s what Monster said and it’s not possible at all.
Carlo,
in some cases can be useful do the opaque part by poligons then assign two materials and for the transparent one with the settings of the picture. This way you can use variance (soft) shadows which look very nice.
Note the transparency and Invisible properties (in a red box in the picture) for the transparent mesh.