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SORT:: problem? Texture issue? Help please :(.

by Gregory Dudding · in Torque Game Engine · 02/20/2005 (9:37 am) · 6 replies

Hey...

When I export my model, using alpha channel for translucency to cut off hair at a certain length etc... it looks fine in MAX, but in game, I can see the player's head through the hair mesh...

See here: www.judgex.com/problems.jpg

The little inset is taken from in game, where the head can be seen through the hair mesh.

The larger picture is in max, where it looks the way that it should.

I've tried putting SORT:: in front of the actual hair mesh... that doesn't seem to do anything but make the filesize bigger.

I've tried putting SORT:: in front of the multires:: mesh but that just causes errors...

Do I need to put SORT:: in front of both meshes? Which is the correct one? I have 4 meshes... the 2 base meshes and the 2 multires meshes...

Any help would be vastly appreciated...

-Greg

#1
02/20/2005 (11:09 am)
Sort is not supported for animated meshes. Unlink the hair and make it a separate mesh, linked to the head of your character.
#2
02/20/2005 (11:17 am)
The hair is a seperate, unskinned, unanimated mesh named hair and multires::hair, already linked to the head biped object... the bones that you see are not actually used on the hair (we were planning to eventually do that, but, have not yet implemented it). The hair just sticks to the head.

Am I misunderstanding something perhaps?

Thanks Joe...
-Greg
#3
02/20/2005 (12:13 pm)
Sorry, I thought it was deformable. Not much to tell you but to rebuild the mesh in such a way that the polygon sort order is not something the engine has to guess at. There is no set solution for this except understanding how things draw in the engine. If the head is in front of (or in back of) another poly.. it will sort accordingly. Bigger polygons have more trouble sorting correctly.

I wish I had a whiteboard to try to explain it, right now words are escaping me.. when you get it, it clicks. and the solution is obvious.. I will attempt to think on this to see if I can find a way to explain it without writing a mini book..
#4
02/20/2005 (12:19 pm)
Thanks for taking the trouble to do this... I hope whatever solution you can help me find is useful to others...
#5
02/26/2005 (8:55 pm)
I am still having this problem, if anyone has a solution/workaround...

Thanks...
#6
02/28/2005 (12:20 pm)
We're having the same problem here. Some of our characters got alpha sorting OK, but some have it messed up (like the having all alpha blended triangles being rendered behind the opaque mesh, resulting in invisible eyeslashes).

If no solution comes up 'till deadline, I'm gonna just toggle alpha testing for all our models...