Game Development Community

Transparency defects.

by Symbols · in Artist Corner · 03/11/2005 (8:42 am) · 6 replies

I have created a simple ball and made a grid like texture for it, with transparent lines making the grid effect.

When looking at the model from various angles in TST the transparency seems to flip on some parts of the model (bringing the back end of the sphere to the front, and vice versa).

Is this a problem for the programmers to solve due to a glitch in Torques' handling of tranparencies? Or, is there another way to avoid this problem?

Symbols.

#1
03/11/2005 (8:53 am)
Look up mesh sorting in your 3d programs exporters docs
#2
03/11/2005 (12:09 pm)
Ok, I have looked this up and this should solve my problem, only its to do with a 'skinned' mesh and there for cant be linked to a parent object.

After adding SORT:: to the beginning of my skinned meshes, the DTS exporter crashed on exporting the file.

How would I re-structure my heirarchy to suit this solution?
#3
03/11/2005 (12:19 pm)
How many textures do you have? Is this a ball that is wrapped in only one texture? If so, I think you're out of luck. If you're wrapping it similar to a box, then either sort or a better heirichal (sp?) link is what you need.
I don't recall ever trying sort with a skinned mesh, so I really can't say if that's a problem or not.
If the obvious doesn't work, post a screenie of the ball, and I or another will try to think up a way to make it work.
#4
03/11/2005 (12:43 pm)
I have no way of accessing my website folders, I aint got Frontpage anymore. I need to upload the max file for you to see tho.
#5
03/11/2005 (1:01 pm)
The SORT:: is designed to be used by static meshes. It precomputes all possible angles the shape can be viewed without sorting problems.

It does not work with deforming meshes.
#6
03/11/2005 (1:14 pm)
Ok, thanks for that. :)

I noticed I got errors when adding SORT to high-poly objects..?

Is there a limit that I must stick to, or can this limit be changed?