Game Development Community

Z-Sorting Issues With Sprite Based Character

by Alexandre Ribeiro de Sa · in Artist Corner · 09/29/2010 (2:11 am) · 3 replies

Okay, maybe i'm doing something wrong but...

We are developing a game which the characters are "Sprite Based", but i'm having hard time with Z-Sorting Issues...
Lets Have a Full Scenary:
- The organization through hierarchy is not possible since i'm using bones with skin modifier ( The DTS does not allow export mesh with any kind of dependecy )
- This character uses only one bitmap, which has Alpha Channel
- All the Character Parts have been merged in a unique mesh to use the pre-comand "SORT::" but for some misterious reason it makes the 3ds crash
- Mouth and Eyebrow should be different objects since we are planing using UV animation
- Legs, Body and Arms have more 10 polys each to be flexible ( Skin Modifier Applied )


See Image for further reference:
lh5.ggpht.com/_ttu86TjO4_4/TKKVXKdKylI/AAAAAAAAA-g/_H6MOmN5jXM/ZSortingIssue0001.jpg
A -> Spaced the Sprites to show how it was made
B -> Visualization on 3dsCanvas
C -> Visualization on Torque ShowTool Pro

~

Problems occur in the TGB 1.7.5 and in the Torque ShowToolPro

Thanks

#1
11/09/2010 (7:40 am)
We have the same problem. Alex did you solved it somehow?
#2
11/14/2010 (4:11 am)
Sorry for the delay, yes, we will do a custom exporter build to force de Z-Order. :)
#3
11/18/2010 (10:59 pm)
A small resource for this! :)
http://www.torquepowered.com/community/forums/viewthread/122659/