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Zrender problem with alpha texturing #187283
03/06/08 13:31
03/06/08 13:31
Joined: Mar 2008
Posts: 7
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Regrin Offline OP
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Regrin  Offline OP
Newbie
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Joined: Mar 2008
Posts: 7
Hello everybody! First excuse me for my poor english.

Here is my problem: If I use an alpha textured skin in a model at MED it seems to be all ok, but when I render the world at game engine the "Zorder render" of all the alpha textured meshes goes crazy. I have read about people with the same problem using other moddeling software and they solved it using no alpha textures but mask textures. I ask if somebody know how to use alpha textures correctly with MED or some alternative.

I hope somebody could understand me and thanks!

Re: Zrender problem with alpha texturing [Re: Regrin] #187284
03/10/08 13:36
03/10/08 13:36
Joined: Sep 2006
Posts: 9
netherlands
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djamidin Offline
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djamidin  Offline
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Joined: Sep 2006
Posts: 9
netherlands
I seem to be having this problem as well.

if i add a targa texture of 32 bits with alpha channel my model becomes partly 'see through'.

what is the correct usage of alpha.

hoping for a quick response.

sincerely yours,

djamidin


still learning, do not flame me
Re: Zrender problem with alpha texturing [Re: djamidin] #187285
03/11/08 19:39
03/11/08 19:39
Joined: Mar 2008
Posts: 7
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Regrin Offline OP
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Regrin  Offline OP
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Joined: Mar 2008
Posts: 7
I was investigating hard this problem some days ago, and this is the best info I found (from FAQ page of 3dgamestudio):

Q. "I have problems with the sorting of transparent entities or alpha channel textures. For instance, I'm trying to make a tree by crossing two sprites like a 'X. When using 32 bit TGA sprites, the first sprite is always drawn before the second sprite. This doesn't happen when I use PCX or BMP or 24 bit TGA sprites."

A. "Transparent entities (meaning entities with TRANSPARENT flag or with an alpha channel texture) can not write into the z buffer. Thus the engine sorts them according to the distances of their origins. Nevertheless, transparency causes visible errors when objects intersect or when a concave mesh consists of transparent polygons. You just have to think a little to avoid those mistakes. For instance, make your 'X' from 4 connected sprites rather than 2 intersecting sprites, and separate a transparent mesh into convex parts."


In my case I have a bone-animated concave mesh, and I need to use transparent textures but I have no idea of how to separate my character mesh into multiple parts. I hope somebody could show me some hints to do this with MED or 3DSMAX (the software I'm learning to use now), or show me some usefull links. thank you all

Last edited by Regrin; 03/11/08 19:49.

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