Game Development Community

Alpha, Sort, trees and other problems

by Galavm Shot · in Torque Game Engine · 09/13/2004 (2:19 am) · 7 replies

Hi to all

The problem: i need to make a tree in 3DS Max. I make a tree with a lot of planes/triangles. Many of them are semi-transaprent. After i export it there is the well known problem with "Z-buffer off" - the planes which are back to the other are render over the previous and the image is "broken". I read in the forum about "SORT" but i did not get any success with it. Is there a solution or example/tutorial/tips_and_tricks how to solve such problem? I expect SORT makes "local" BSP of the tree but it is only guessing. It is so frustating to lost weeks of time to fight that problem just because there is a lack of documentation.

Any help is very welcome!

#1
09/13/2004 (3:18 am)
How are the leaves of your shape set up? Is it one object containing many elements (ie many groups of leaves) or are each group of leaves their own object?
#2
09/13/2004 (5:05 am)
Here is the problem:

www.galapub.com/galavm/Torque_alpha.jpg

The second image shows the bad rendering order. The tree is just one mesh.
#3
09/13/2004 (5:21 am)
You need to set your shape up so that it sorts through the Heirachy. When the model is built in game it read through the shape structure. (IE Heirachy).
So if you have a transperant shape that has several layers you need to build it from the inside out. Your trunk shape will be on inner most part of your total shape. (top of the Heirachy). You then link your next layer to the trunk. Then your nexct layer to you first layer.

Its kinda hard to explain so check out the image.
www.matthewcjones.com/oddshots/TreeHeirachy.jpg
This works to ways depending on your shape. You either work from the inside (Parent) ot the outside (child)
Or you work from the in the bottom (Parent) to the top (child). An example would be an Oak tree similiar to the one you have would work from the inside out. But A tall Spruce or pine type tree would work from the bottm to top.
Somtimes the structures don't quite fit that profile but you have to kinda wing it a little and see what works. I garauntee you though it always works if you use your heirachry to sort the tree one way or the other.

Hope that helps explain it. If not let us know I'll try harder.

Matt
#4
09/13/2004 (12:56 pm)
Mersi Matt
#5
09/13/2004 (7:36 pm)
Is that Merci cause I dumped to much info on you or are speakin French and saying thank you.

LOL

No Problems
Matt
#6
05/30/2005 (8:07 am)
Got the same problem, for saving polys I build boxes that just put into other one, then attached them, the problem is when it comes to render it renders wrong, the boxes that are behind renders in front, that problem is not only with that, I made a tree with branches just sticked into trunk (not connected with trunks mesh) and they are rendering wrong also...

when I don't use texture with alpha that problem doesn't appear, linking them only don't make them export so they are attached to one object,

Matt wrote about hierarchy but there is no hierarchy in attached object

I used sort::name but it dnot make any diferance

screens:
http://www.burzuj.svx.pl/uploads/post-262-1117458206.jpg
http://www.burzuj.svx.pl/uploads/post-262-1117446297.jpg

Object (with texture):
http://www.burzuj.svx.pl/index.php?act=Attach&type=post&id=46279

Can someone help?
#7
05/30/2005 (1:02 pm)
Please can someone help... dont know what is wrong :(