Post Pictures Thread (part 4)

Maybe a proper alpha blend would be better but it'll be costly as there is a lot of stacking going on... maybe it just needs a specific shader writing that does the blend not assuming alpha is there for the blend action!?
Heh, I was just using alphafunc=gequal 32 with a texture that's a plain yellow circle, anything less hard-edged than that is due to bloom. In terms of making these perform as expected I didn't have any luck adding a gradient on the texture side of things anyway, and the gequal is the only way I know that doesn't end up with a dark square that headlights don't go through (which is pretty obvious at night)

It doesn't show up yellow in-game because it's just plain whiting out at the emission level I had; probably due some tweaking. I didn't worry too much about that aspect because the x-lights were 3 planes anyway, and it should just be one.
 
probably one of my more favored cars to drive around in lately, even though it still needs some work...
screenshot027-2.png
 

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