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weird z-sorting problem #46104
05/17/05 16:37
05/17/05 16:37
Joined: May 2005
Posts: 338
Brasil
Filipe Offline OP
Senior Member
Filipe  Offline OP
Senior Member

Joined: May 2005
Posts: 338
Brasil
im having a problem with the rendering of some models...
some parts of the model that should be hidden behind something are being rendered and the parts that should be rendered are hidden.
like, when a person is walking sideways to the right, you should see his right leg in front the the left leg, but you can see the left leg through the right leg.
anyone has any idea of what is the problem, here?

Re: weird z-sorting problem [Re: Filipe] #46105
05/17/05 21:55
05/17/05 21:55
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Make sure the normals of the model are facing the right way in MED. Also disable any custom materials, shaders, and shadows to see if it makes a difference.

Re: weird z-sorting problem [Re: Marco_Grubert] #46106
05/17/05 23:47
05/17/05 23:47
Joined: Aug 2002
Posts: 365
netherlands
Lennart_hillen Offline
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Lennart_hillen  Offline
Senior Member

Joined: Aug 2002
Posts: 365
netherlands
It sounds like you're using a 32 bit Tga skin for your model? With this skin type, the Engine can't render the Z-buffer correctly... There is indeed a way to sort the normals the right way, but that's (for as much as I know) pretty hard...
Try using a 24 bit Tga skin instead, or if you need certain parts of the model to disapear, try using bmp skins with complete black parts(set overlay flag on the models in this case) or else use a 32 bit Tga skin but apply the Vegetation code (found in the Wiki page).

Good luck with it!

-Lennart

Re: weird z-sorting problem [Re: Lennart_hillen] #46107
05/18/05 03:26
05/18/05 03:26
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
If you are using a 32 bit tga and dont want the model transparent(in words you want proper z-sorting) be sure to set my.transparent=off and my.flare=off;
this will cause the engine to ignore the alpha data and treat as normal geometry. Frankly i dont see why the engine automatically assumes an entity is transparent if it has alpha data.. as alpha can have many other uses besides blending transparency.

Re: weird z-sorting problem [Re: Matt_Aufderheide] #46108
05/18/05 12:29
05/18/05 12:29
Joined: May 2005
Posts: 338
Brasil
Filipe Offline OP
Senior Member
Filipe  Offline OP
Senior Member

Joined: May 2005
Posts: 338
Brasil
alright, thanks!
i was using a 32-bit targa skin...
since i dont need any transparency for now, i just made a new 24-bit skin and it worked perfectly.
i'll look into that vegetation code though, 'cause i'm gonna need some transparent models later...

thanks a lot, everyone


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