Tree Materials

currently no, has you only have one shader called from xpacker/also one transparency call too. the only way would be to find out how it is to us 3ds max. to generated that sort of level of detail.
 
Thanks.
It is annoying to have from being seen through all of the objects of the "Use Alpha"overlap.
I think I do now can be applied somehow in BTB on.
It is unlikely that I can even same 3dsimed.
 
In 3dSimEd you could make a copy of the tree objects, change the material name(s) and then you can use both transparency types. For performance reasons I think you should limit this to trees that are close to the track.
 
Here is a x-pack with a alpha+chroma tree.
With those you get nice fluffy trees.
You can place that in your X-pack folder.
Also included some example files in 3DS and 3DsimED format.
You import the 3DS files in Xpacker and alter the texture to what you want.
Or import it multiple times, changing the texture later on in B2B.
So you can create a set of trees quickly.
Modern systems can cope with quite a large amount of these trees.
As the only contain 16 polygons in total.
But indeed for a whole forest of them i would only do the trees most visible.

Here is the link.
http://www.riches.nl/race07/btb_tree_alpah chroma.zip

Good luck with it.
 

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