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Re: decal problems [Re: 3run] #377666
07/15/11 12:41
07/15/11 12:41
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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No, it was moved to the appropriate forum. I've experienced a similar behaviour/ problem, so I'm interested in the solution, too.


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Re: decal problems [Re: Superku] #377668
07/15/11 12:59
07/15/11 12:59
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Posts: 2,568
Germany, BW, Stuttgart
you use transparence...
Your bullethole is not square, it is round
so your border is transparent and you get problems with z-order...

try to use the material, only for testing
i know this problem...


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Re: decal problems [Re: MasterQ32] #377712
07/15/11 19:08
07/15/11 19:08
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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That isn't a transparency! That is alpha channel I've made in photoshop! Or am I missing something? What about models? Are they transparent as well?


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Re: decal problems [Re: 3run] #377742
07/15/11 22:03
07/15/11 22:03
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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Posts: 873
if entity has an alpha channel - it's considered transparent and is rendered after all opaque entities, besides it's depth-sorting is not pixel accurate. if your sprites have equal distance from the viewport - you'll experience 'z-fighting', which is noticeable on your screenshots. try assigning alphacheck material to them.

Re: decal problems [Re: Shadow969] #377743
07/15/11 22:07
07/15/11 22:07
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
And what's the reason for the following problem 3run has already posted above?




"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: decal problems [Re: Superku] #377745
07/15/11 22:11
07/15/11 22:11
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
that could also be an alpha-sort problem...
i know this problem from 32bit alpha channel textures with terrains


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Re: decal problems [Re: Superku] #377746
07/15/11 22:11
07/15/11 22:11
Joined: Oct 2006
Posts: 873
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Shadow969 Offline
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Shadow969  Offline
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Posts: 873
i saw this, but i cannot neither confirm nor comment this. the statement that it appeared only in A8 makes me think this one is a bug, while other images show a common effect, that can be noticed even in commercial products.

Re: decal problems [Re: Superku] #377752
07/15/11 23:56
07/15/11 23:56
Joined: Aug 2008
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bart_the_13th Offline
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bart_the_13th  Offline
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Originally Posted By: Superku
And what's the reason for the following problem 3run has already posted above?


z-fighting, that caused by zbuffer inaccuracy, that caused by his change to camera.clip_far = 2000

@3run: try to remove those line that change the camera.clip_...

Re: decal problems [Re: bart_the_13th] #377755
07/16/11 00:10
07/16/11 00:10
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Reducing the clip_far to 2000 should increase the accuracy, right?

Ok, I see:
"camera.clip_near = 0;"
0 is an invalid value, because that would mean a divison by zero. Keep the value above 0 (or >= 1 as the manual suggests).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: decal problems [Re: Superku] #377759
07/16/11 07:10
07/16/11 07:10
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Posts: 5,370
Caucasus
OK, I've set "camera.clip_nera = 1;" but this problems still appear.
Shadow969@ only decal sprite has alpha channel, pistol's model doesn't have one, so it isn't transparent, or am I wrong?
I'll try to apply material from Wiki, let's see how it'll go. I've mentioned this problem a long time ago, it was just ignored.


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