Yes. The problematic map is
hyojapath, it has definitions of textures grasstuft01.tga, smtree01.tga and treetops01.tga different than other maps, \"binary alpha\" tags are missing. It seems, that problems with trees and grass transparency is visible only, when you login in sector hyoja02 (part of the forest between magic shop, ojaroad and famous rogue).
There are at least two workarounds:
1) by editing file \"zoneinfo.xml\" - make section of zone hyoja02 look like the following:
Map \"magicshop\" contains \"proper\" texture definitions and will be loaded before hyojapath.
OR
2) by editing file \"world\" contained in hyojapath.zip. Add binary alpha tags to textures mentioned above, for example:
smtree01.tga
Originally posted by jorrit
Exactly. The drawing error is defined wrong in the maps.
Yes, but in similar cases CS interprets render priorities not the same way every time the map is loaded. Sometimes semi-transparent objects are less transparent, sometimes more transparent, sometimes you see sky throuhg them, sometimes other objects... Some kind of fuzzy logic is involved
