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Re: Double Sided Polygons
[Re: A.Russell]
#21700
01/03/04 18:22
01/03/04 18:22
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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Re: Double Sided Polygons
[Re: A.Russell]
#21702
01/03/04 20:27
01/03/04 20:27
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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cullmode is unrelated to tga transparency. here is a simple material which enables double sided polygons:
Code:
material mtl_doublesided
{
effect=
"
texture entSkin1;
technique doublesided
{
pass p0
{
CullMode=none; // disable backface culling
Texture[0]=<entSkin1>; // use the model's first texture
ColorArg1[0]=Texture; // modulate the texture with the diffuse vertex color -> lighting
ColorOp[0]=Modulate2x;
ColorArg2[0]=Diffuse;
}
}
";
}
(not tested but should work)
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Re: Double Sided Polygons
[Re: A.Russell]
#21704
01/17/04 00:26
01/17/04 00:26
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
Serious User
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Serious User
Joined: Oct 2003
Posts: 1,550
United Kingdom
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Ventilator, when you use this material on a model like a cylinder, it seems to clip away part of the model, it is getting confused about which side is the front as technically both sides are... is there a way to get around this? either in the script, or would a barrel need to be made of two model halves?
Thanks for your input.
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Re: Double Sided Polygons
[Re: ventilator]
#21706
01/19/04 19:59
01/19/04 19:59
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
Serious User
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Serious User
Joined: Oct 2003
Posts: 1,550
United Kingdom
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Yes, sorry I should have posted that...duh!
I presume this is the problem, is there a way around it 
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Re: Double Sided Polygons
[Re: ventilator]
#21708
01/20/04 20:24
01/20/04 20:24
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
Serious User
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Serious User
Joined: Oct 2003
Posts: 1,550
United Kingdom
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I was trying to make holes in a barrel when hit by a weapon, by changing the models skin when it was hit.... not a big loss, but... I have created a light-cone that has no top of bottom and a wrapped light/fog skin that fades out at the bottom. To get the fade I had used alpha channel, but I think I can do this with simple transparency/alpha/fade combination, so I will replace the models skins with a non alpha one , thanks Ventilator.
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