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always visible entity #417606
02/14/13 13:06
02/14/13 13:06
Joined: Oct 2012
Posts: 53
K
kenced Offline OP
Junior Member
kenced  Offline OP
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K

Joined: Oct 2012
Posts: 53
Hello

I can still see my entity even though there's another entity blocking it. How can I solved this?.

thanks.

Re: always visible entity [Re: kenced] #417608
02/14/13 13:12
02/14/13 13:12
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Z-Sorting problems can and will occur when using a texture with alphachannel between 0 and 255.

Last edited by Kartoffel; 02/14/13 13:18.

POTATO-MAN saves the day! - Random
Re: always visible entity [Re: Kartoffel] #417609
02/14/13 13:19
02/14/13 13:19
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
http://www.conitec.net/beta/culling.htm

Scroll down to "Transparency is not what you think" for an explanation.


no science involved
Re: always visible entity [Re: Kartoffel] #417610
02/14/13 13:25
02/14/13 13:25
Joined: Oct 2012
Posts: 53
K
kenced Offline OP
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kenced  Offline OP
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K

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Posts: 53
from the start it seems that its ok, but after I set the LIGHT flags I got that problem, Now how can I solved this problem?

Re: always visible entity [Re: kenced] #417612
02/14/13 13:46
02/14/13 13:46
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
There is a fixed function effect named "Improved Overlay", it does exactly what you want. But I can´t deliver it at the moment, because I´m not at my PC. And the gamestudio wiki is down since a few weeks.

Maybe someone else can paste the code?


no science involved
Re: always visible entity [Re: fogman] #417620
02/14/13 15:30
02/14/13 15:30
Joined: Jul 2008
Posts: 2,110
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,110
Germany
Code:
material mtl_vegetation
{
        event = mtl_vegetation_init;
        effect=
        "
        texture entSkin1;
        dword mtlSkill1;
        technique vegetation
        {
                pass p0
                {
                        Texture[0] = <entSkin1>;
                        ZWriteEnable = True;
                        AlphaBlendEnable = False;
                        AlphaTestEnable = True;
                        AlphaRef = <mtlSkill1>;
                        AlphaFunc = Greater;
                        CullMode = None; // CCW or None
                        ColorArg1[0] = Texture;
                        ColorOp[1] = Add;
                        ColorArg2[0] = Diffuse;
                }
        }
        technique fallback{pass p0{}}
        ";
}

action vegetation
{
        my.transparent = off;
        my.material = mtl_vegetation;
}

Was it this one ? If not sorry


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: always visible entity [Re: rayp] #417621
02/14/13 16:41
02/14/13 16:41
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
Originally Posted By: rayp
Code:
MATERIAL* mtl_vegetation =
{
        event = mtl_vegetation_init;
        effect=
        "
        texture entSkin1;
        dword mtlSkill1;
        technique vegetation
        {
                pass p0
                {
                        Texture[0] = <entSkin1>;
                        ZWriteEnable = True;
                        AlphaBlendEnable = False;
                        AlphaTestEnable = True;
                        AlphaRef = <mtlSkill1>;
                        AlphaFunc = Greater;
                        CullMode = None; // CCW or None
                        ColorArg1[0] = Texture;
                        ColorOp[1] = Add;
                        ColorArg2[0] = Diffuse;
                }
        }
        technique fallback{pass p0{}}
        ";
}

action vegetation()
{
        reset(my, TRANSLUCENT);
        my.material = mtl_vegetation;
}

Was it this one ? If not sorry


Yes, this is the correct one. I´ve converted it to Lite-C, just copy and paste it, it should work.


no science involved
Re: always visible entity [Re: fogman] #417622
02/14/13 16:44
02/14/13 16:44
Joined: Jul 2008
Posts: 2,110
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 2,110
Germany
Iam always glad if i can help ^^
greets


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: always visible entity [Re: rayp] #417656
02/15/13 03:29
02/15/13 03:29
Joined: Oct 2012
Posts: 53
K
kenced Offline OP
Junior Member
kenced  Offline OP
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K

Joined: Oct 2012
Posts: 53
thanks for the help but I got an error. mtl_vegetation_init is missing?

Re: always visible entity [Re: kenced] #417661
02/15/13 08:06
02/15/13 08:06
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
if you use only the following in any material, it does the job:

Code:
effect=
        "
        technique vegetation
        {
                pass p0
                {
                        ZWriteEnable = True;
                        AlphaBlendEnable = False;
                        AlphaTestEnable = True;
                }
        }
        technique fallback{pass p0{}}
        ";



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