Game Development Community

DIF Interior Artifacts....

by Lateral Punk · in Torque Game Engine Advanced · 03/07/2006 (10:52 am) · 4 replies

Hi guys,
my team is having a major issue with importing a DIF that we created using Quark into TSE. We are using the TSE version of map2dif plus, but unfortunately we are getting the following results:

www.lateralpunk.com/z/untitled.jpg
You notice the graphic artifacts on the big model (it is our homebase kinda). This same dif when exported into TGE works correctly. Has anyone else ran into this situation before? I will get our artist to post more info on our problem. Any help would be greatly appreciated.

thanks

#1
03/07/2006 (1:50 pm)
Just an update. I found a similar post http://www.garagegames.com/mg/forums/result.thread.php?qt=25312 related to I guess what is called a z-fighting issue. I used the demoMaterial function to map my interior textures (I was previously getting an unmapped material error in the log). But it didn't really help. Can someone assist me if I'm on the right path.
#2
03/07/2006 (2:19 pm)
That really looks like a bunch of unmapped materials. Have you tried hand mapping them?
#3
03/07/2006 (2:26 pm)
Yes I just did that, and it solved the problem of the z-fighting! However, now the model is showing up without any texture applied on it. It's just a huge grey model! if I have set baseTex[0] to the texture file name (basically used the demoMaterial function). Any hint now?

PS. I'm not getting the unmapped material error either anymore
#4
03/07/2006 (8:53 pm)
Hi guys,
I figured it out:

1) make sure you got new Material for all textures (inside & outside) for any interior
2) if you are going to use the function defined in data/interiors/materials.cs, it will not exactly work because of the path (I broke into the code and found out that it's kinda broken). Best bet is to do your own new Material, or copy that method to every material.cs local to the path where the textures are located.

This fixed the z-fighting and the blank textures!