by Jojon » Mon Mar 30, 2009 8:00 am
Well, since nobody else seems to be responding...
I don't quite get it, I'm afraid -- so if you leave the texture unanimated, it has a nice alpha channel, which blends smoothly with the stuff behind, whereas here, we see only the pure black parts acting as the transparent part of a 1 bit mask, is that it? ...and in the second picture, with Ztransp checked, the foam lets you see through the water?
I have no idea as to why just animating the texture offsets would have that effect, but wavesets seem difficult in general -- I have in one place some additive mixing mode ripples along the edge of a pool, where I had to put the ripple mesh a little *below* the surface, but give it a higher passindex value, with Ztransp checked for both waveset and ripples, to get things working. Maybe that might work with your case, too? (Not likely, since you are doing stuff that's floating on top, whereas I did additive stuff, which works about equally well on top or below...)
One thing worth keeping in mind, is that every animated layer, should have its own (single user) copy of the texture block used.
EDIT: Ok, you followed up while I typed... :7 I think others may well hold back on responding, because they are just as unclear on the question as I... :7