bnewton81 wrote:If I were going to do a fish tank, I would just bake the textures on as if I were doing a skybox. First create the scene you want to use inside the fish tank then put a box around it and bake. Sorta like hambgerhelper only completely different.

This will also have the wonderful side effect of less strain on your gpu/processor in uru.
Do you mean baking the texture with all the fish, water plants and stuff? So that everything is 2D in the texture?
I`m not sure what hambgerhelper is - the only thing I found when googling was
this- I´m not american, so it might be a cultural reference I don´t get ^^
Lontahv wrote:The specularity settings should work as expected when exported and viewed in game. Unfortunately Plasma does not have ray-traced lighting effects like Blender render, so glass that looks exactly like the glass in the tutorial is not possible. I would recommend using a transparent grimy texture and an ENV layer along with high specularity on glass surfaces for use in Plasma.
Also, try to set the level of transparency you want in the glass texture (using Photoshop or Gimp) rather than relying on Blender's sliders for that (I've had better luck editing textures that messing around with Blender settings).

Okay, that´s just what I tried, a grimy texture, with the transparency done in Photoshop. The problem I had, was, that I already made the texture very transparent with Photoshop, but in URU, it still wasn´t transparent enough, no matter how transparent I made it. I used a .png file for this - would a .tif work better?
ENV layer - is that the thing Andylegate described in
this tutorial?
Thanks for your answers, I´m still learning
