>>2873367>> the shadows are absentClearly a skill issue caused by not RTFMing.
>>2873324Your description suggests the spots behave like a sphere map, but in a similar case from my experience (corner cliffs from ファンタジーな海+sky) they do not. My case can be solved by
>> #define ALPHA_THRESHOLD 2.0in the material or using a shader as the material (which are special shaders themselves).
(Or setting ALPHA_MAP_FROM to 3 to cause a similar effect.)
Since I'm using my own patched version, you will also need to add an #ifndef condition to that definition in the material_common_2.0.fxsub to obtain the following. Do not change its value there.
#ifndef ALPHA_THRESHOLD
#define ALPHA_THRESHOLD 0.999
#endif
>> Maybe, maybe not... that section is a weird part of the modelThat white mark in the upper left corner is an overstretched UV map, alright, but since the spots don't stick to it, neither the UV map nor the normals are relevant.
>>2873395Any vertex/UV morphs applied to one will also affect the other, and you're forced to stick to the same UV mapping. I'd rather combine the textures and use UV shift morphs.