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Re: TGA problem with tree model
[Re: Grimber]
#65074
03/06/06 04:42
03/06/06 04:42
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Joined: Aug 2005
Posts: 336 Connecticut
Galen
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 336
Connecticut
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Okay, I tried a couple of things. Since the leaves were upside down from the model you gave me, I opened the tga in Gimp and did a save as and set the origin for the lower left again. After I rebuilt my tree and imported it, the leaves were then the proper side up.
However, even with no actions attached, I still get that sorting problem. With the actions attached, the same thing, though the lighting on the leaves changes if I attach a material or not (with the material, no extra lighting, just ambient).
I have the shorter wiki script currently in my tree1.wdl. Tomorrow after work I'll try the longer script from the wiki and see if that makes a difference.
Just out of curiosity, what did you do to the tga to make it different? I noticed the size is larger, but I couldn't tell what else was done to it (other than the initial upside-down leaves). I'm new to using tga's...
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Re: TGA problem with tree model
[Re: Galen]
#65075
03/06/06 14:33
03/06/06 14:33
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Joined: Sep 2003
Posts: 4,959 US
Grimber
Expert
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Expert
Joined: Sep 2003
Posts: 4,959
US
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i didn't change anything on the image other than made sure it had an alpha channel (in GIMP, adding it to the layer doesn't give the image an alpha transprency, you have to bring in a transprent layer under it as well then export as a tga) ![](http://home.earthlink.net/~albine/shot_1.jpg) your leaf image applied to a 4 poly flat model i placed in 2 of them to check for sorting. worked fine So here are some possible problems you might be having, that i can think of..... your not actualy getting an alpha channel into your skin or not saving it as a 32 bit image your tree models polygon faces have been inverted/flipped ( face inwards) your setting some flag on your model that effects transparency ( overlay, transparent, flare...) the models polygons are too small in many spots and may be being clipped ( not likely but can happen)
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Re: TGA problem with tree model
[Re: mk_1]
#65077
03/06/06 23:48
03/06/06 23:48
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Joined: Aug 2005
Posts: 336 Connecticut
Galen
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 336
Connecticut
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Okay, I have the vegetation code in my tree1.wdl script now. Unfortunately, that's not working either. I *really* don't want to chop my tree into a bunch of smaller models. In fact, my level has a fair number of tree models, and chopping them all down is going to be a major pain and a major time sink for a project I've been working on for over a year now already. If there's any other way to get these tga alpha transparencies to work properly, please let me know. I've uploaded a copy of my tree1.wdl script, and I've uploaded a copy of my full tree model as well. If anyone can get these to work properly, you'd be really helping me out a lot: Tree script and model-- .rarAgain, I'm viewing these in "preview mode". if there's a difference between that and the full "built" mode in terms of what I may be seeing with the sorting, please let me know--maybe this is actually working and I'm just not seeing it properly, but when I get close to each tree, I can see the messed-up sorting. I can't really do a full "build", as I'm really new to scripting, and I'm just using the default template (and I don't think it's loading my level properly), thus the preview mode.
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Re: TGA problem with tree model
[Re: Galen]
#65080
03/07/06 01:35
03/07/06 01:35
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Joined: Aug 2005
Posts: 336 Connecticut
Galen
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 336
Connecticut
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Nope, that didn't work either. I made a lower-poly tree with one branch and a handful of leaves. And I used the texture you edited for me, and this is the result: You can still see how the leaf behind is showing right through the leaf in front. This is just too bizarre...
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