09.05.2009, 01:31:43
Right, here we go. The camera is set so one square on the grid equals one tile in game (or there about, haven't done the math to prove that it is, but it looks close enough). The lighting is based upon the 3DS script with one or two alterations so it looked all right in blenders renderer.
To get the image to have AA, but not be AA to the background you'll have to get involved with the compositor. Basically what I have done (if you change the view to the compositor setting I created in this blend you will see) is set up a system that requires two render passes. The first does not use the compositor and generates a none AA image sequence with key alpha. The second uses AA with key alpha, but also uses the compositor to generate the final image. The compositor is set up to take a sequence of images (for the first pass) and replace the alpha channel from the second pass with that from the first pass (gives an AA image, but non AA transparency). It then composites this over a pure blue image that is the same size as the final render to make generating the .shp easier for RA2 and outputs to file.
To get the image to have AA, but not be AA to the background you'll have to get involved with the compositor. Basically what I have done (if you change the view to the compositor setting I created in this blend you will see) is set up a system that requires two render passes. The first does not use the compositor and generates a none AA image sequence with key alpha. The second uses AA with key alpha, but also uses the compositor to generate the final image. The compositor is set up to take a sequence of images (for the first pass) and replace the alpha channel from the second pass with that from the first pass (gives an AA image, but non AA transparency). It then composites this over a pure blue image that is the same size as the final render to make generating the .shp easier for RA2 and outputs to file.