Alpha and sorting faces in DTS?
by Nigel Hungerford-Symes · in Artist Corner · 03/11/2006 (4:54 am) · 7 replies
Has anyone got a solution or workaround for sorting a mesh so when you use the alpha channel of a texture, the faces of the mesh are ordered correctly?
There was some talk of an untested sort function in older versions of the exporter but no one seemed 100% about it working for them.
There was some talk of an untested sort function in older versions of the exporter but no one seemed 100% about it working for them.
#2
I just found this out. Is there a way I can hack / manipulate the blend to fix it?
04/22/2006 (11:01 am)
I assume this is the issue I am seeing with having a transparent layer in front of another layer, but the occluded layer is given precedence?I just found this out. Is there a way I can hack / manipulate the blend to fix it?
#3
tdn.garagegames.com/wiki/DTS/3dsmax/Z_Sorting_Explained
I know it can be a pain in the butt, but if you work the problem until it makes sense, then you can generally get the result you are looking for.
04/22/2006 (11:26 am)
This link in TDN should help explain how to constuct an object to manage the way alpha sorts in TGEtdn.garagegames.com/wiki/DTS/3dsmax/Z_Sorting_Explained
I know it can be a pain in the butt, but if you work the problem until it makes sense, then you can generally get the result you are looking for.
#6
04/22/2006 (1:22 pm)
Yes, I am experimenting with animating the pupil. Right now I have a simple animation of the pupil moving in and out so it can react to lighting conditions. Mostly just playing around, but I thought it would be cool to try and make a pixar looking eye that is not is static. I took the eye I made doing the blender pixar eye tutorial and modified it to work in Torque real time. It looks pretty cool. I was thinking it would be neat to have a super low poly eye that can be used in a character that would move and respond to light so that it would make the player come to life. The next step is to put this in a animated character and have the eyes lead the turning of the head or some such. Then also setup some kind of lighting scheme that will either tag areas for light intensity or somehow get a lighting value to tweak the pupil.
#7
If used in the right game with cartoony exagerated characters, that could really bring the personalit of the character alive!
04/22/2006 (3:02 pm)
Very cool project!If used in the right game with cartoony exagerated characters, that could really bring the personalit of the character alive!
Torque Owner Redacted