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why is half of my model transparent?
#76797
06/05/06 22:30
06/05/06 22:30
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Joined: Jun 2004
Posts: 139 Illinois
Sharx
OP
Member
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OP
Member
Joined: Jun 2004
Posts: 139
Illinois
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I made half of the model with 3Ds Max, imported it in MED, and mirrored it to get a whole model. The half that I made on 3Ds looks alright, but the one I copied from it is transparent. I don't know what's wrong. Can somebody please tall me what might be wrong because I really don't want to make the whole model. Thanks
I discovered video game development was not my life's passion, that's why I'M SELLING MY 3D GAME STUDIO PRO for 1/3 of the full price.
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Re: why is half of my model transparent?
[Re: Sharx]
#76798
06/05/06 22:43
06/05/06 22:43
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Try flipping the normals. Likely, when you mirrored the copied part, the normals got flipped where the front is not seen but the back is which causes odd effects. To do this:
1. Go into face mode in MED and select the part you copied. 2. Go to the toolbar and look for the icon that says "flip normals" when the mouse arrow hovers over it. It's normally toward the far right area of the top toolbar. Click the icon.
From duplicating it, I suggest that you merge the vertices where the intersect as this'll have an effect on the frame rate.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: why is half of my model transparent?
[Re: Sharx]
#76800
06/08/06 08:02
06/08/06 08:02
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Joined: May 2006
Posts: 18 Melbourne, Australia
pie21
Newbie
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Newbie
Joined: May 2006
Posts: 18
Melbourne, Australia
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Hey, I've got a similar yet different problem. I've got a model of a tank (body, turret, barrel), and in MED all the normals are right, I've imported/exported it through Milkshape replacing the textures, I've tried it in MED with skins with and without alpha channels, I've set my.alpha to 0 and 100, whichever is opaque, and I still get the transparency. As you can see from the below pics, the middle of the body is transparent - the opposite wheel is clearly visible - the turret, although it has the same skin as the body, is darker and transparent to the barrel, and the barrel has an ugly joint in the middle. What it should look like - screenshot from MED What it does look like... - screenshot from in the engine I don't claim to be any good at modelling/level design, I'm more intrigued by the scripting, but I'd like to be able to make at least simple models that can get me through, at least to test the scripts without creating more problems. Any help would be very much appreciated.
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Re: why is half of my model transparent?
[Re: pie21]
#76801
06/08/06 08:16
06/08/06 08:16
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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That isn't transparency, it's Z-sorting issues. For this, you have three options:
1. Do not enable the transparent flag. 2. Avoid using textures with alpha channel in it. 3. Add a material with a simple shader effect in it (this requires at least commercial edition). I don't know shaders, but I think one of the instructions is "zwriteenable = on;" (without the quotes) and there was at least one other one.
If you want a transparent part, use that transparent part as a separate entity.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: why is half of my model transparent?
[Re: ulillillia]
#76802
06/08/06 08:44
06/08/06 08:44
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Joined: May 2006
Posts: 18 Melbourne, Australia
pie21
Newbie
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Newbie
Joined: May 2006
Posts: 18
Melbourne, Australia
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Quote:
That isn't transparency, it's Z-sorting issues. For this, you have three options: 1. Do not enable the transparent flag. 2. Avoid using textures with alpha channel in it. 3. Add a material with a simple shader effect in it (this requires at least commercial edition). I don't know shaders, but I think one of the instructions is "zwriteenable = on;" (without the quotes) and there was at least one other one.
The transparent flag isn't enabled, my texture doesn't have an alpha channel, and #3 just sounds hard Surely there's got to be a way to an easier way to fix what should really be not an overly complex problem? Sticking a couple of things together?
So z-sorting is like layers for panels, but in 3D for objects with the same x and y values but different z values right? So couldn't I just make it my.x/y = you.x/y + 1? Or something like that? Or is that z-buffering and completely different... Otherwise is there some kind command to change the z-sorting order? Come on, someone must have thought of that...
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Re: why is half of my model transparent?
[Re: vlau]
#76804
06/08/06 08:52
06/08/06 08:52
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Joined: May 2006
Posts: 18 Melbourne, Australia
pie21
Newbie
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Newbie
Joined: May 2006
Posts: 18
Melbourne, Australia
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Quote:
Try this : action myTank { my.flare = off; }
! Yes! Thank you. I don't know why that worked, but I'm not arguing!
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