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Re: "Fog cubes" and depth sorting! [Re: Grimber] #65181
03/02/06 04:38
03/02/06 04:38
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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Joined: Sep 2003
Posts: 4,959
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ok i took Ole Tobiesen ford pick-up ( on Acknex site) windshield was a seperate model from the pick-up



I merged the 2 models togeather, gave the mdoel a second skin and grouped and UV mapped the windshield triangles to the second skin. then appleid a 30% transparent green image for that second skin ( original skin of the model was untouched)

now its all in one model vs needing to script attach transparent parts to opaque parts.

a full opaque image with 100% transparent parts in the same image seems to work fine. engine just doesn't like the full opaque and semi-transparent in the same image.

Re: "Fog cubes" and depth sorting! [Re: Ichiro] #65182
03/02/06 17:16
03/02/06 17:16
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline OP
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Ichiro  Offline OP
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Joined: Aug 2002
Posts: 681
Massachusetts, USA
Woo hoo! That did the trick; thanks, guys.

I merged the 2 models togeather, gave the mdoel a second skin and grouped and UV mapped the windshield triangles to the second skin. then appleid a 30% transparent green image for that second skin ( original skin of the model was untouched)

Man, I didn't even know you could do that. Chalk that up under "great secrets of 3DGS uncovered."


Dejobaan Games - Bringing you quality video games for over 75 years.
Re: "Fog cubes" and depth sorting! [Re: Ichiro] #65183
03/02/06 23:00
03/02/06 23:00
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Grimber Offline
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it wasnt possible untill the latest changes to MED with grouping and able to appling differnt materials/textures to each group

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