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Re: Z-depth sorting [Re: seecah] #282296
07/31/09 08:06
07/31/09 08:06
Joined: Sep 2003
Posts: 928
Spirit Offline

Moderator
Spirit  Offline

Moderator

Joined: Sep 2003
Posts: 928
Check the "Overlay" flag in WED for your trees, and make the part that should be transparent totally black (0,0,0). Thats what evilsob suggested.

Forget that with improved overlay material or alpha testing - that was for A6 only, not A7. Some people here still work with A6. With A7, you only need to set the overlay flag.

Re: Z-depth sorting [Re: Spirit] #282323
07/31/09 09:54
07/31/09 09:54
Joined: Apr 2009
Posts: 248
Philippines
seecah Offline OP
Member
seecah  Offline OP
Member

Joined: Apr 2009
Posts: 248
Philippines
@Spirit

I already made that, make the transparent parts into black but the black part can be seen in the level even if I already set the OVERLAY flag in the WED.





Can't is not an option™
Re: Z-depth sorting [Re: seecah] #282330
07/31/09 11:10
07/31/09 11:10
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
See how you CAN se though some parts of them? Overlay IS working.

But if you look CLOSELY at the textures with your image editing program,
you will find the black area that is still showing isnt REAL black.
It is shades that LOOK black to the naked eye, but are slightly above black.

If the red OR green OR blue component of the color is 8(out of 255) or higher,
you will still be able to see the pixel, because overlay will not hide it.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Z-depth sorting [Re: EvilSOB] #282349
07/31/09 12:14
07/31/09 12:14
Joined: Apr 2009
Posts: 248
Philippines
seecah Offline OP
Member
seecah  Offline OP
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Joined: Apr 2009
Posts: 248
Philippines
EvilSOB,

How could it be, I've double checked the black area and has a value of 000 for rgb respectively..???



Can't is not an option™
Re: Z-depth sorting [Re: seecah] #282410
07/31/09 21:22
07/31/09 21:22
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
I dont know !?!
Possible causes...
1> Texture you are checking is not the texture on the models. (re-import it into med)
2> The model has multiple "leaf" skins and you haven modded/shecked them all.
3> The models in WED are not the same ones as the "fixed" one. (replace one tree in WED as test)
4> There is a shader on the models thats "interfering" with the blackness of the skin.(remove shader)

Otherwise, I dont get it...
Can you post one of the textures, or even a whole tree model as a zipped file?


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Z-depth sorting [Re: EvilSOB] #282464
08/01/09 10:54
08/01/09 10:54
Joined: Apr 2008
Posts: 585
Austria
Petra Offline
Support
Petra  Offline
Support

Joined: Apr 2008
Posts: 585
Austria
Yes, you havent managed to paint it fully black yet, its clearly visible in your shot. There seem to be tiny transparent holes in your texture, thats where you indeed managed to paint them black. You just need to paint the rest also black.



Re: Z-depth sorting [Re: Petra] #282671
08/03/09 05:01
08/03/09 05:01
Joined: Apr 2009
Posts: 248
Philippines
seecah Offline OP
Member
seecah  Offline OP
Member

Joined: Apr 2009
Posts: 248
Philippines
Hi Evilsob,

You can download from the link below the tree texture and the tree model. It has 2 textures, 1. with alpha channel 2. without alpha..

http://www.megaupload.com/?d=8XDGVAFN

Thank you so much for the help..



Can't is not an option™
Re: Z-depth sorting [Re: seecah] #282996
08/05/09 06:37
08/05/09 06:37
Joined: Apr 2009
Posts: 248
Philippines
seecah Offline OP
Member
seecah  Offline OP
Member

Joined: Apr 2009
Posts: 248
Philippines
Any idea on this?



Can't is not an option™
Re: Z-depth sorting [Re: seecah] #283260
08/06/09 19:05
08/06/09 19:05
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
OK here....straight from the wiki.

Code:
MATERIAL* mat_alphatest =
{
  effect =
  "
    technique alpha_test
    {
      pass p0
      {
        zWriteEnable = true;
        alphaTestEnable = true;
      }
    }
  ";
}

action apply_alphatest_material()
{
  my.material = mat_alphatest;
}



Last edited by Nowherebrain; 08/07/09 16:15.

Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Z-depth sorting [Re: Nowherebrain] #283264
08/06/09 19:27
08/06/09 19:27
Joined: Sep 2003
Posts: 928
Spirit Offline

Moderator
Spirit  Offline

Moderator

Joined: Sep 2003
Posts: 928
You were using DDS, thats the reason of the problem I guess.

DDS skins have only limited colors, only 16 per pixel block. Thats probably why they are not really black.

Use TGA 24 bit instead, or BMP, or PCX. With those format you can paint any pixel black.

Look into the artwork that came with Gamstudio, there are many sprites, all have a black border. Your tree textures must be like that.

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