I still can not figure out the problem with real_time transparent glass let alone light_mapped glass. Lee indicated I was having a problem because my model in question, did not have 2 separate mesh elements, which seems to be a prime requirement.
After creating a model that meet the requirement , I found it still did not work as it should. I decided to remove one of the elements from the equation and have created a model that has only the transparent element (glass) for further testing.
The fpe file contains a transparent setting of "6" , which one can see by the screen shots, does reproduce the transparent texture, glass with holes. The problem is, depending on the users viewing location, the transparency is all screwed-up.
The model contains only 1 mesh and the fpe file forces it to be transparent. (I have also tried an fpe setting of 3 with the same results)
The view looking north, I can see all 4 window panels and the holes this is how it should look from any viewing location.
The view looking east, I can only see the holes in the north and west panels
Looking south, I can only see the hole in the north panel
Looking west, I can see only the west, north and east holes in the panels
I will send Lee a new model when I can but I worn out for now. (I still think the problem is with GG but I am not an expert) maybe someone might try the same, using different modeling software, mine might be part of the problem (AC3D)
Windows 10,64 bit|AMD FX-6200 Six-core-3.80 Ghz |CPU PASSMARK 6,142 |Memory 10GB |NVIDIA GEFORCE GTX 660 SC |GPU PASSMARK 4,114