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Z-depth sorting
#282058
07/30/09 06:42
07/30/09 06:42
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Joined: Apr 2009
Posts: 248 Philippines
seecah
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Joined: Apr 2009
Posts: 248
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Hello All, Hopefully someone would help me with my problem.. I have here two models which are the house and the windmill but I've got a problem with regards to it's visibility issue, I can still see the windmill even if it should be block by the house on the view. I've read something like z-depth sorting with the engine but I have no clue how to implement this one. I'm using a dds file texture with alpha channel.. Anybody who knows how to solve this issue? Thanks..
Can't is not an option™
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Re: Z-depth sorting
[Re: seecah]
#282061
07/30/09 06:54
07/30/09 06:54
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Joined: Feb 2008
Posts: 3,232
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Get rid of the alpha channel in your textures unless ABSOLUTELY necessary. Its a well known DirectX(?) issue.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Z-depth sorting
[Re: EvilSOB]
#282062
07/30/09 07:20
07/30/09 07:20
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Joined: Apr 2009
Posts: 248 Philippines
seecah
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Yeah I've tried to use 24bit tga file texture but the transparent part will be seen on my trees models.. Ahhhhhh... Is there any other way to solve this one?
Can't is not an option™
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Re: Z-depth sorting
[Re: seecah]
#282067
07/30/09 08:21
07/30/09 08:21
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Joined: Apr 2009
Posts: 248 Philippines
seecah
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Anyone who has any knowledge about this stuff??? please...
Can't is not an option™
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Re: Z-depth sorting
[Re: seecah]
#282069
07/30/09 08:33
07/30/09 08:33
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Another way Ive HEARD of, but never tried... Ditch the alpha from the TGA, but where there was alpha, make the texture black. Black-black. r=0, g=0, b=0. Then for the models needing it, turn on the OVERLAY flag. Black-Black will go invisible... OR Set the "d3d_autotransparency" to 1 in main, and make sure pixel Zero (top-left) is the color you want transparent. Then for the models needing it, turn on the OVERLAY flag. Whatever color pixel Zero is will go invisible...
TRY THIS SMALL SCALE FIRST. Results can sometimes look CRAP! According to other members of the forum.
If you end up HAVING to stay with alpha, wait for further responses. I dont know of a way around the z-sort errors, but I havent dealt with them so I could easily be unaware of a fix...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Z-depth sorting
[Re: EvilSOB]
#282082
07/30/09 09:52
07/30/09 09:52
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Joined: Apr 2009
Posts: 248 Philippines
seecah
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Posts: 248
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Thanks for that work-around EvilSOB.. I'll try this one...
Can't is not an option™
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Re: Z-depth sorting
[Re: vertex]
#282215
07/30/09 20:00
07/30/09 20:00
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Joined: Dec 2008
Posts: 271
Saturnus
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Member
Joined: Dec 2008
Posts: 271
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You could also use the improved overlay material from the wiki. quoting wiki: you won't have any sorting errors. the advantage over using 3dgs' overlay flag is that there will be no ugly pixelated border because of the way the values in the alpha channel get interpolated. However, the script has still to be converted to lite-C.
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Re: Z-depth sorting
[Re: Enduriel]
#282273
07/31/09 04:35
07/31/09 04:35
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Joined: Apr 2009
Posts: 248 Philippines
seecah
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@Enduriel Sounds simple but any advise or example how to implement it?
@vertex & kombucha Thanks for the advise and the link..
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