Game Development Community

DTS Alpha working .. but buggy

by Richard: · in Artist Corner · 03/24/2005 (3:21 pm) · 9 replies

Hey everyone,

After much hair pulling and cursing I was able to resolve an issue and get a texture mapped plane to display inside the Torque Show tool.
It came to me that maybe the problem was the quad vertices; I broke the plane from 4 verts to 6, building a planar mesh outta 2 triangles.
Guess what ? IT worked !

The problem is .. .. I can view my transparency mesh in "Show", but the image (leaves) aren't fixed to the faces of the mesh. As I draw near the leafy mesh it's as if the images were being multiplied, and lessened as I draw away. It's a neat effect but I want the texmap to remain static.

2nd interesting thing is .. once I' progress inside and through the foliage of the leaves towards the tree trunk, when i turn to see in the direction I just came from .. the leaves are GONE ! No Meshes visible.

Anyone have a thought what's happening ?

About the author

I play bluegrass mandolin & was twice scouted by the Mets. During the cool season, from my garage, I reverse-engineer UFO propulsion systems.


#1
03/24/2005 (5:59 pm)
Is mipmap on or off? I ask because I am working on a tutorial for alpha mapping and am trying to ferret out all the potnetial problems with it.

On #2, it seems that textures are only one-side, even if you click double-sided in the material. So, the side with the normals facing out is the side that shows the texture. If anyone knows a way around this, then I would love to know it.

Scott
#2
03/24/2005 (8:07 pm)
Scott,

Doesn't matter which way the MipMap button is depressed, results appear to be the same.
Curious though, when I do a "ReCalc Normals to Outside" .. the leaves aren't visible unless you approach the trunk and turn and look back, then they're back.

BTW, happen to know of a way to do a screen capture from inside "Show"? Might be more meaningful to see a visual of what's happening.

~Ciao
#3
03/24/2005 (8:11 pm)
In OSX I do. cmd-shift-4 and draw a box. Don't know about windows or linux though. I'd love to see a screenshot or get the file.

Scott
#4
03/24/2005 (9:26 pm)
Scott,

Something interesting again. When I duplicate and rotate the mesh to face backward, the the front (original mesh) turns to display what I wanted in the first place.. and the one behind version.

Here's 2 quick screen caps. First is the wonky, which was a duplicate of the original facing into the trunk, now it shows the applied image almost as if trying to be mapped inside each of the two tri's that make the planar mesh.

www.cybereye-visioneering.com/inside-of-tree-looking-out.jpg
2nd is the Original mesh, now displaying the texture as I wanted it all along. I can place the two planes back to back and no problem, except when a player decides to move near the tree trunk and look out the way they came.

www.cybereye-visioneering.com/outside-of-tree-looking-in.jpg
~Thoughts ?
#5
03/24/2005 (10:15 pm)
And ..
Just when you thought things couldn't get any less confusing ..

I threw in a 3rd mesh perpendicular to the first 2; when I view the 1st and 2nd meshes now, they both appear correct !

.. as illustrated below ..

www.cybereye-visioneering.com/third-mesh.jpg
#6
03/31/2005 (11:50 am)
What, haven't you hear of the dissappearing tree trick?....


...sorry i got nothin for this one...
#7
03/31/2005 (11:59 am)
Maybe it's the " Way " I'm doing the UV mapping ?

Does there have to be a Material of type Image for a texture as well ? I was under the impression UV doesn't need this input.
Any other ways to map grass or leaves using Black as the alpha on a PNG ? Can one use a grayscale JPG in addition to RGB for maps?
#8
03/31/2005 (12:35 pm)
I have not gotten to texturing in Blender yet
but in Milkshape you just set the texture to "double sided" and any polygons that the texture is on will be seen from both sides.

I dont know if there is something you may have to set within blender for the mesh, or for the texture. if you find out post it tho, ill be working on that area in the next day or two.
#9
03/31/2005 (1:51 pm)
Okay,

One of the curious things that the Py exporter does is create a set of dummy objects, usually located way-off-screen (about 2 parsecs) ; a camera object and a lamp identified as Lumin and OB as Eclairage. Whenever these get inserted into the scene my Num-Lock disables (even when it remains lit as active) and to re-activate 'have to press Num-Lock a few times extra.

No one else is having these quirks ? < sheesh ~ shakes head, kicks a can, walks away >