Texture breaking up !!
by Harald Martinsen · in Artist Corner · 01/24/2002 (2:03 am) · 2 replies
Hi all
I am new to the Torque engine and I have a question.
To compare the workability of the connection between Worldcraft/Torque and 3DMax/Torque I build the same scene in both programs.
The scene had two boxes intersecting so one box went through the other box. I textured both boxes and used multisub material on the boxes to get different texture on the different sides of the box in Max.
After reading the nice Max2DTS exporter documentation I managed to export the objects from Max and then import them into Torque. No problems at all before I started moving. The texture from the two boxes started bleeding into each other with a flickering. Like the outer box was breaking up. Everything looks OK when I stands still.
I thought it had something to do with the engine, but when I imported the same objects from Worldcraft there was no flickering and no breaking up.
Has this something to do with the Max exporter or is it just a bug showing up sometimes, or is it because the objects are intersecting.
Harald
I am new to the Torque engine and I have a question.
To compare the workability of the connection between Worldcraft/Torque and 3DMax/Torque I build the same scene in both programs.
The scene had two boxes intersecting so one box went through the other box. I textured both boxes and used multisub material on the boxes to get different texture on the different sides of the box in Max.
After reading the nice Max2DTS exporter documentation I managed to export the objects from Max and then import them into Torque. No problems at all before I started moving. The texture from the two boxes started bleeding into each other with a flickering. Like the outer box was breaking up. Everything looks OK when I stands still.
I thought it had something to do with the engine, but when I imported the same objects from Worldcraft there was no flickering and no breaking up.
Has this something to do with the Max exporter or is it just a bug showing up sometimes, or is it because the objects are intersecting.
Harald
Torque Owner Matt W
Basically, you're trying to tell it to render TWO things in one spot... and it tries it's hardest to do just that (thus the flickering)
So instead of overlapping brushes use 3 brushes. Like this:
-|- instead of +
Only overlap brushes when the overlap won't be seen (like where a wall might meet the ground) but even then... it's lazy mapping!
If you must use overlapping brushes (don't think your saving power. rendering breaks up the brushes into polygons... and number of brushes really don't matter if they intersect with other brushes) make sure that the overlap can't be seen!
That can be done as long as the smaller object's extremes are not touching the extremes of the large object. Effectively... it'll be "stuck" inside the other object.
So let's recap!
1. Don't overlap brushes unless you're speed mapping!
2. If you must overlap, don't let the overlapping faces show or the game will try to render 2 things in one spot... which looks pretty lame!
Hope that helps