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I just brought the case up with Sam from Ludeon, apparently they had similar issues with their textures for unique weapons as well, here's the quote:
> try to have them find all pixels with transparency that are white (RGBA FFFFFF00) and replace with black transparent (RGBA 00000000)
this works for us
> note you cannot do this with adobe software
because all their software just automatically exports transparent as FFFFFF00
you have to use something like paint.net
I might look into it at times, but it really seems like your textures are not to blame. Just weird it's the only helmet visor that seems to be affected by it.
...and yeah. Same thing with the ToDDS-converted textures. That only leaves one potentially culprit... lemme test that as well
The source textures look more than fine. So it's just after loading them into the game. https://imgur.com/a/oasprOk
https://imgur.com/a/Dk0GmfP
Looks like you added <shaderType>CutoutComplex</shaderType> to the regular bladelink as well in the last update, which doesn't have any texture masks though. You only need that one on the prestige variant with the masks.
Putting a temporary fix into my mod as well.
Well... had to add the feature to make the helmet craftable anyways I guess.
A: Sure, but make sure it's funny." best quote ive seen today. take my steam points