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MED Sprites_texturing from both side #261855
04/20/09 18:10
04/20/09 18:10
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline OP
Serious User
Widi  Offline OP
Serious User

Joined: Aug 2007
Posts: 1,922
Schweiz
I have a problem. Have two different Plant Models (Palms) from two different downloads. One from Loopix and one from Dexsoft. The Palm Sprites from Loopix is visible from both side, but the Sprites from Dexsoft (import with 3ds) don`t show from the back. How i can change this?

Re: MED Sprites_texturing from both side [Re: Widi] #262115
04/22/09 00:00
04/22/09 00:00
Joined: Apr 2006
Posts: 737
Ottawa, Canada
O
Ottawa Offline
User
Ottawa  Offline
User
O

Joined: Apr 2006
Posts: 737
Ottawa, Canada
HI!

I'm not familiar with the programs that you are refering to but
the back part made me think about decal.(back is invisible)

Look up decal in the manual that may help. smile

Ottawa.

Re: MED Sprites_texturing from both side [Re: Ottawa] #262270
04/22/09 19:59
04/22/09 19:59
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
Member
KiwiBoy  Offline
Member

Joined: Apr 2009
Posts: 298
Southern Oceans
find the material on the wki to allow a model to show both sides textured instead of one side.
cull mode = 0; or something like that is what your after in the script.
Something like this but I havnt uised it in a couple of years...

(cant find code button)
function mtl_dummy_init
{
vec_set(mtl.emissive_blue,mat_model.emissive_blue);
vec_set(mtl.ambient_blue,mat_model.ambient_blue);
vec_set(mtl.diffuse_blue,mat_model.diffuse_blue);
vec_set(mtl.specular_blue,mat_model.specular_blue);
mtl.power=mat_model.power;
mtl.albedo=mat_model.albedo;
mtl.skill1=pixel_for_vec(vector(128,0,0),0,8888); // the first value in the vector is the threshold
}

material mtl_dummy
{
event=mtl_dummy_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 when sigle sided polys, or None when double sided polys

ColorArg1[0]=Texture;
ColorOp[0]=Modulate2X;
ColorArg2[0]=Diffuse;
}
}
technique fallback{pass p0{}}
";
}

action alphafix
{

my.transparent=off;
my.flare=off;
my.material=mtl_dummy;
while(you != null)
{
my.polygon = on;
}
wait(1);
}

Re: MED Sprites_texturing from both side [Re: KiwiBoy] #262273
04/22/09 20:31
04/22/09 20:31
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
Serious User
VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
KiwiBoy, just write
[code]
***
[/ code] (without space)

To the topic: is there way witout shaders? Looking like they are too slow on GS, so i dont want to use them too many.


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Re: MED Sprites_texturing from both side [Re: VeT] #262281
04/22/09 22:12
04/22/09 22:12
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline OP
Serious User
Widi  Offline OP
Serious User

Joined: Aug 2007
Posts: 1,922
Schweiz
Thanks for the reply. It should have a way without shader / code, the Vegetation - Sprites from Loopix works, without action in SED.

Re: MED Sprites_texturing from both side [Re: Widi] #262328
04/23/09 06:16
04/23/09 06:16
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
Member
KiwiBoy  Offline
Member

Joined: Apr 2009
Posts: 298
Southern Oceans
Thanks VeT.....
It will work withhout shaders if you manufactured your alphas seperate from the model then ent_attach em, no shaders needed but the workflow then becomes horrendous, lots of work, hence shaders smile
But you wont get 2 sided views from a single poly sided object without the shaders unles its a sprite I think, not sure as I havnt discovered it yet but it doesnt mean that it doesnt exist if you know what I mean.

Last edited by KiwiBoy; 04/23/09 06:19.

Use the 'manual' Luke, the manual is your friend. 'Self reminder' smile

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