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Re: TGA problem with tree model [Re: FeiHongJr] #65104
03/14/06 23:41
03/14/06 23:41
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
Senior Member
Galen  Offline
Senior Member

Joined: Aug 2005
Posts: 336
Connecticut
I tried the script you posted, but there's no change, DaBroOzer. Still, it seems to render better than with no script, but at this point I guess it's the tree models (like I said, even Loopix's are affected), and that in order to get the sorting working properly, they'd either have to be broken up into smaller pieces, or else the sorting would have to be done on a scale smaller than blocks (like vertices or something), since the blocks overlap and intersect each other.

I guess I'll see if I can somehow work with this limitation...

Thanks though.

Re: TGA problem with tree model [Re: Galen] #65105
03/15/06 00:54
03/15/06 00:54
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline
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Galen  Offline
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Joined: Aug 2005
Posts: 336
Connecticut
Okay, I managed to confirm something.

Preview mode does not really show how well the alpha sorting script is working. In fact, things look downright dodgy in that regard. However, when I am in the actual level (loaded) mode, things look MUCH better. Maybe not perfect, but head and shoulders above what preview mode looks like. I searched the site here a bit more and came across another camera mode that let me speed things up, and now I can move around fairly quickly. When I move past my trees, there are really no obvious sorting issues, though if I get up real close, I may see a leaf or two out of place, but hey, I'm not complaining.

Here are the scripts I'm now using, just for the record:

Main Level Script:


// ////////////////////////////////////////////////////////////////////////
// A6 main wdl:
// Created by WED.
////////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////////////
// The PATH keyword gives directories where template files can be found.
path "C:\\Program Files\\GStudio6\\template_6"; // Path to A6 templates directory
path "C:\\Program Files\\GStudio6\\template_6\\code"; // Path to A6 template code subdirectory
path "C:\\Program Files\\GStudio6\\template_6\\images"; // Path to A6 template image subdirectory
path "C:\\Program Files\\GStudio6\\template_6\\sounds"; // Path to A6 template sound subdirectory
path "C:\\Program Files\\GStudio6\\template_6\\models"; // Path to A6 template model subdirectory
path "C:\\Program Files\\GStudio6\\work";


/////////////////////////////////////////////////////////////////
// Filename of the starting level.
string level_str = <sprtest.WMB>; // give file names in angular brackets

////////////////////////////////////////////////////////////////////////////
// Included files

include <tree1.wdl>;
include <gid01.wdl>; // global ids
include <display00.wdl>; // basic display settings





Function Main()
{
freeze_mode =1;
level_load("sprtest.wmb");
wait(3);
freeze_mode = 0;
}

var cam_speed;
action camera_move
{
my.invisible = on;//this entity can't be seen
my.passable = off; //if you don't want collision detection
while(1)//always (while 1 = 1)
{
vec_set(camera.x,my.x);//camera's position is my position
cam_speed.x = (key_cuu - key_cud)*300*time;
my.pan -= 300*mouse_force.x*time;
my.tilt -= 300*-mouse_force.y*time;
camera.tilt = my.tilt;
camera.pan = my.pan;
ent_move(cam_speed,nullvector);
wait(1);
}
}


And the alpha sorting script:



material mtl_vegetation
{
effect="
texture entSkin1;
pass p0 {
texture[0]=<entSkin1>;
zWriteEnable=true;
alphaBlendEnable=true;
cullmode=none; //renders both sides of a polygon
}";
}

action vegetation
{
my.material=mtl_vegetation;
}


Many thanks to all who helped me get this far!

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