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Re: Transparent meshes, transparent texture (Deutsch/English)
[Re: Velociraptors_B]
#269048
06/01/09 13:23
06/01/09 13:23
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Joined: Oct 2007
Posts: 5,209 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
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because there are no polygons inside of the sphere, if you want polygons here too, follow these steps carefully: 1. ie the model in your pics, select all polygons in "polygon mode" 2. hit ctrl + c, then shift+insert(which standes for paste in med) 3. when you paste newly pasted polygons will be selected, hit invert normals button. it's the 2nd button from right in this pic:  (optional)select all you model again in vertex mode and then hit "merge" button.
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Re: Transparent meshes, transparent texture (Deutsch/English)
[Re: fogman]
#270078
06/05/09 23:05
06/05/09 23:05
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Joined: May 2005
Posts: 868 Chicago, IL
Dooley
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Joined: May 2005
Posts: 868
Chicago, IL
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The easy solution is to open your sphere in MED. select all faces, copy and paste. With all the faces (on the newly pasted sphere) selected, simply 'flip normals' and you should have the same image on both the inside and the outside.
In other words, you need two spheres, exactly the same, but with the normals flipped on one of them.
Last edited by Dooley; 06/05/09 23:06.
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Re: Transparent meshes, transparent texture (Deutsch/English)
[Re: fogman]
#270080
06/05/09 23:13
06/05/09 23:13
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Joined: Apr 2009
Posts: 9 Germany
Velociraptors_B
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Newbie
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Posts: 9
Germany
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Thanks for the Link, but that's not my Problem. My Problem is, that my 2D Meshes haven't got any backface. I found a way to solve this problem, by scaling a cube very small and applying the texture on both sides. The new problem is, that some leaves of the Fern are put wrong. The engine renders leaves, that are far behind, in front of other leaves that are in front. If only that problem is solved, I could continue working on my game. I still dont understand how Ferns and Palmleaves are made in Games. They look extremely different from what I am making with Gamestudio.
In Morrowind for example, the Palmtrees and Ferns are rendered correctly and nothing lay over something else.
...In some way a 2D Mesh could help saving Polygons. At the moment my Fern has 1500 Polys. There must be a way of showing the backface from below, without using a shader. Any other Ideas?
Thank you very much :-)
Edit: I meant Fogmans link
P.S.: Thanks, Im trying to Flip Normals/select Polys
Last edited by Velociraptors_B; 06/05/09 23:21.
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Re: Transparent meshes, transparent texture (Deutsch/English)
[Re: Velociraptors_B]
#270082
06/05/09 23:35
06/05/09 23:35
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Joined: Apr 2009
Posts: 9 Germany
Velociraptors_B
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Joined: Apr 2009
Posts: 9
Germany
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Okay I made everthing you told me. I copyied the Sphere and flipped the Normals. As a result, the mesh has now a backface :-) But sadly, the main Problem stayed. The engine still sorts the textues wrong. The backside of the Fern is still above the topside... Here is a screenshot Picture
Last edited by Velociraptors_B; 06/05/09 23:37.
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Re: Transparent meshes, transparent texture (Deutsch/English)
[Re: KiwiBoy]
#270111
06/06/09 11:36
06/06/09 11:36
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Joined: Apr 2009
Posts: 9 Germany
Velociraptors_B
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I consulted the manual and looked after "Transparency". Z-Buffer was also mentioned there. The manual says, I should splitt up my plant and paste every leave as a seperate entity. I tried that, and rendered. But the sorting error is still there. Even the variable d3d_entsort didn't work. If I set it on 1, 0 or 2 nothing changes, and if I set it on 5 or 6, the Plant dissapears behind the terrain. I also consulted the Wiki to solve the problem. The Vegetation thing is abput disabling the transparency. Thats not what I want. I just wanted a Fern that looks authentic This Problem never appeard in my Games. In Deus Ex, there's also a Fernplant, and there are no Sorting errors (remember: Deus Ex was published 2000, so it wasn't solved by Shaders) In Morrowind are dozens of Palmtrees that have not a single z-Sorting error. In Act of War too. The Manual also says, that I should try so put the transparent meshes away from other mehes, so they dont intersect. But that didn't solve the problem... Edit: Ah finally...I made it...I used 24 bit Targa Images as Textures ansd activated the Overlay Flag. Now it looks not that good, but I have a 3D Fern plant. Thanx for your help 
Last edited by Velociraptors_B; 06/06/09 15:26.
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Re: Transparent meshes, transparent texture (Deutsch/English)
[Re: Velociraptors_B]
#270590
06/08/09 21:46
06/08/09 21:46
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Joined: May 2005
Posts: 868 Chicago, IL
Dooley
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Joined: May 2005
Posts: 868
Chicago, IL
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I'm actually having a similar issues. The alpha channels render good with sprites, but not so good with models. Since I am doing grass right now, sprites are fine. However, I know I will want to do more complex stuff in the future, so I will need to figure it out. http://www.loopix-project.com/index.html?http://www.loopix-project.com/easy/con_templates.htm This website has a level you can download, which has palm trees that render correctly, with alpha channels, so it is possible. Perhaps if we look at his code (which he was nice enough to provide) we might find the answer. **Update** I used the material "mat_alphatrans_obj" along with the function "init_mat_obj" from the "obj_template.c" provided byt the Loopix Project link above (I used the lite-c download) and it works. I just copied and pasted the code right into mine. I will send him a present 
Last edited by Dooley; 06/08/09 22:11.
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