Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
4 registered members (fogman, Grant, AndrewAMD, juanex), 989 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Double Sided Polygons #21699
01/03/04 18:07
01/03/04 18:07
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline OP
Expert
A.Russell  Offline OP
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan

I hope this isn't a stupid question.

Is it now possible to make the texture appear on the reverse side of polygons (so it looks double sided without needing polies on both sides), and if so, how is it done?


Re: Double Sided Polygons [Re: A.Russell] #21700
01/03/04 18:22
01/03/04 18:22
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441

Re: Double Sided Polygons [Re: ventilator] #21701
01/03/04 20:15
01/03/04 20:15
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline OP
Expert
A.Russell  Offline OP
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan
From that thread I'm not sure if it works only on TGAs with transparency or not. Could you clarify that point?

Glad to hear this gets around the z buffer thing, too. Thanks



Re: Double Sided Polygons [Re: A.Russell] #21702
01/03/04 20:27
01/03/04 20:27
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
cullmode is unrelated to tga transparency. here is a simple material which enables double sided polygons:

Code:
material mtl_doublesided

{
effect=
"
texture entSkin1;
technique doublesided
{
pass p0
{
CullMode=none; // disable backface culling
Texture[0]=<entSkin1>; // use the model's first texture
ColorArg1[0]=Texture; // modulate the texture with the diffuse vertex color -> lighting
ColorOp[0]=Modulate2x;
ColorArg2[0]=Diffuse;
}
}
";
}

(not tested but should work)

Re: Double Sided Polygons [Re: ventilator] #21703
01/03/04 21:21
01/03/04 21:21
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline OP
Expert
A.Russell  Offline OP
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan

Thank you. I'll let you know how it goes after I've tried it.


Re: Double Sided Polygons [Re: A.Russell] #21704
01/17/04 00:26
01/17/04 00:26
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Ventilator, when you use this material on a model like a cylinder, it seems to clip away part of the model, it is getting confused about which side is the front as technically both sides are... is there a way to get around this? either in the script, or would a barrel need to be made of two model halves?

Thanks for your input.




The Art of Conversation is dead : Discuss
Re: Double Sided Polygons [Re: indiGLOW] #21705
01/19/04 07:46
01/19/04 07:46
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
does your texture have an alpha channel?

Re: Double Sided Polygons [Re: ventilator] #21706
01/19/04 19:59
01/19/04 19:59
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Yes, sorry I should have posted that...duh!
I presume this is the problem, is there a way around it


The Art of Conversation is dead : Discuss
Re: Double Sided Polygons [Re: indiGLOW] #21707
01/20/04 02:08
01/20/04 02:08
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
yes, that's the problem. why do you need the alpha channel on a barrel? transparent objects can't use the z-buffer...

look for the second post in this thread -> http://www.conitecserver.com/ubbthreads/showflat.php?Cat=&Number=297998&page=1&view=collapsed&sb=5&o=&fpart=1 maybe this effect solves your problem but it depends on what you want to achieve...

Re: Double Sided Polygons [Re: ventilator] #21708
01/20/04 20:24
01/20/04 20:24
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
I was trying to make holes in a barrel when hit by a weapon, by changing the models skin when it was hit.... not a big loss, but... I have created a light-cone that has no top of bottom and a wrapped light/fog skin that fades out at the bottom. To get the fade I had used alpha channel, but I think I can do this with simple transparency/alpha/fade combination, so I will replace the models skins with a non alpha one , thanks Ventilator.


The Art of Conversation is dead : Discuss

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1