Widi: We did this purposely. We did not copy the polygons and flipped their normals for the leaves. This can produce some other problems (z-fighting) and creates more polygons. But you can do it yourself.
I checked the models in different real-time viewers and in a game engine, as you can see here (click right mouse on image to display it in higher resolution):
As you can see, the transparency and sorting works perfectly with the right shader. Even shadows work great (shadow mapping, stencils will not work) and shadows can take the alpha channel into account. So you can also see, that our alpha channels are well made.
In that engine I only had to set a checker for "double sided rendering" and for "alpha testing". I applied this material only to the leaves. The bark has another material with a normal map for the bumps.
I know, that this can be done in Gamestudio as well, we did it once with our games (Dexon Knight as an example). But you need to make a custom material for that.
@Pappenheimer: The Plants from Loopix are great, i have them already. Thanks.
@Landixus and fogman: The overlay is not possible with the texture from the flowers, because the background from this textures have many different colors. I think i have to colored the textures new....
@ Machinery_Frank: Ok, i understand that you don`t flip the normals, it is also not so much work to do it by myself. But why you don`t can bring the textures (from the Flowers_1) with the background with alpha = 0 or color 0,0,0 (for overlay) that i dont`understand. But i say it here again: I buy a lot of others models from you, and they are great!!! Thanks
@Pappenheimer: The Plants from Loopix are great, i have them already. Thanks.
I think you miss-understood what I meant. I didn't mean Loopix's plants, but the ffp (Fixed Function, "Material") he provided to avoid the sorting problem, because his trees have the sorting issue.
Originally Posted By: Widi
@Landixus and fogman: The overlay is not possible with the texture from the flowers, because the background from this textures have many different colors. I think i have to colored the textures new....
The background color of a flower doesn't need to be black, from you screenshot I see that each model has a single background color - that's sufficient to use the overlay feature for them - no need to re-paint anything.
From the manual:
Quote:
For opaque textures (below 32 bit and no DDS), pixels become invisible when [...] or have the same color as the left upper pixel when d3d_autotransparency is set.
"pixels become invisible when they have the same color as the left upper pixel" - that's the thing, you need.
@Pappenheimer: i know that with the left upper pixel, but the background color from ONE texture going for example from 133,161,122 to 26,31,23. Many different colors...
But why you don`t can bring the textures (from the Flowers_1) with the background with alpha = 0 or color 0,0,0 (for overlay) that i dont`understand.
As I already told: We did this with good reasons. I will explain you why:
If we make the background behind the alpha channel black, then you will often see black borders around the vegetation, especially with mipmapping activated. Because of that the best solution is to have a background that is very similar to the actual color of the vegetation / flower.
I know from experience that these black borders often appear with the overlay function. The alpha channel with a colored background does a better job here.
you obviously dont get it. ok, with pixels zoomed in on something that is alpha transparent, the edges of the pixels are blurred for a smooth transition. now since the alpha will be blurred too, the areas that are black will be slightly visible all around the edges of the plants so if the next pixel over is black you'll have ugly rough black edges all around your plant.
am I the only one understanding Widi here? What he says is the entire alpha channel in his textures is WHITE aka fully visible.
I'm pretty sure Widi knows that the RGB channels can have any colors, such as green in his case. What he means with black is the areas in the alpha channel that should not be rendered, his problem is the entire alpah channel being white.