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Show Backfaces, single sided polys...etc #101699
12/10/06 00:56
12/10/06 00:56
Joined: Jul 2004
Posts: 59
T
ToddWorld Offline OP
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ToddWorld  Offline OP
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Joined: Jul 2004
Posts: 59
Is there a setting in MED or a command in the scripting langauge that will show both sides of a single poly in the engine. Call it "render backfaces" or "reverse normals", whatever you want. So that in the engine a single sided poly could spin and you'd see both sides.

To clarify, I'm not looking for this as a view option in MED I need it to run in the game.

Thanks,
Todd

Re: Show Backfaces, single sided polys...etc [Re: ToddWorld] #101700
12/10/06 01:47
12/10/06 01:47
Joined: Aug 2005
Posts: 1,185
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Lion_Ts Offline
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Lion_Ts  Offline
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Posts: 1,185
Ukraine
if i uderstand properly you need a simple ffp applied with the CullMode = CCW; line in it.

Re: Show Backfaces, single sided polys...etc [Re: Lion_Ts] #101701
12/10/06 03:40
12/10/06 03:40
Joined: Jul 2004
Posts: 59
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ToddWorld Offline OP
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ToddWorld  Offline OP
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Joined: Jul 2004
Posts: 59
Thanks for the quick reply. Well, I'm gonna go out on a limb here and guess that a ffp is a shader of some kind. A "Fixed Function...p????".

I'll dig around in the wiki and tutorials to see if I can make heads or tales of it. But any assistance would definately be appreciated. I'm still learning the c-script langauge (and doing 'ok' with that), but haven't really gotten into the shaders yet.

Oooooor, if I'm way off base and it's something completely diffenerent. Feel free to straighten me out.

Thanks again,
Todd

Re: Show Backfaces, single sided polys...etc [Re: ToddWorld] #101702
12/10/06 13:19
12/10/06 13:19
Joined: Aug 2005
Posts: 1,185
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Lion_Ts Offline
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Lion_Ts  Offline
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yes.
for the vegetation models i used this:
Code:

texture entSkin1;
dword mtlSkill1;
technique vegetation{
pass p0{
Texture[0] = <entSkin1>;
ZWriteEnable = True;
AlphaBlendEnable = False;
AlphaTestEnable = True;
AlphaRef = <mtlSkill1>;
AlphaFunc = Greater;
// CullMode = CCW; // CCW when sigle sided polys, or None when double sided
CullMode = none;
ColorArg1[0] = Texture;
ColorOp[1] = Modulate; //2x
ColorArg2[0] = Diffuse;
}
}
technique fallback{pass p0{}}


to avoid black outlines on transparent skins, z-sorting errors and make singlesided poly looks good from both sides. in mtlskill i pass alpha ref value, however you can hard code it (AlphaRef = <200>; for example)

Re: Show Backfaces, single sided polys...etc [Re: Lion_Ts] #101703
12/10/06 19:07
12/10/06 19:07
Joined: Jul 2004
Posts: 59
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ToddWorld Offline OP
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ToddWorld  Offline OP
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Joined: Jul 2004
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Awesome. That worked like a charm. After I become a little more proficient with c-script I'll figure out exactly how.

Thank you very much.
Todd


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