why the dts object with dds texture render in most top , how can i fix this ?
by A.P.W Studio · in Torque Game Engine Advanced · 05/03/2009 (3:11 am) · 12 replies
we made some stuff with dds texture but some of other object (decal , particle , ... ) can not be seen , because they render behind the object with dds texture ,
#3
05/03/2009 (4:11 am)
And this do not happen if you use say a .jpg texture in the dds place?
#5
05/03/2009 (4:44 am)
Well the problem with that example pic is that it is not the same DTS shape. What we wish to test here is the DTS who exhibit the problem, just to make sure it is not the DTS causing the problem. Its a logical procedure of deduction by elimination, the scientific method of finding a solution to a problem. And i am only mentioning it as you offer no indication of what lead you to believe it was DDS to start with.
#6
05/03/2009 (4:58 am)
no all of my stuff has been with jpg texture and there is no problem with that , and that box is in the Previous pic exist with jpg and there is no problem with that , when i export them with dds texture that cause the problem !!!
#7
What type of DDS? How did you convert the original texture into DDS? You mention "when i export them with dds texture"; Why not use the material system to remap the texture? Have you checked your Material definition for anything that may be wrong?
05/03/2009 (5:15 am)
Then we will investigate the DDS. What type of DDS? How did you convert the original texture into DDS? You mention "when i export them with dds texture"; Why not use the material system to remap the texture? Have you checked your Material definition for anything that may be wrong?
#8
DXT1.
How did you convert the original texture into DDS? with photoshop dds exporter.
Why not use the material system to remap the texture?
what different between them ?
Have you checked your Material definition for anything that may be wrong?
there is no material i use .
05/03/2009 (6:33 am)
What type of DDS?DXT1.
How did you convert the original texture into DDS? with photoshop dds exporter.
Why not use the material system to remap the texture?
what different between them ?
Have you checked your Material definition for anything that may be wrong?
there is no material i use .
#9
So, to resolve this, disable the transparency in your modeling app before exporting (if it's Maya, open the material in the Hypershader and delete the alpha channel->transparency connetion, don't know how you do it in 3D Studio).
05/04/2009 (10:27 am)
Quote:there is no material i use.Here's your problem. I assume you applied the .dds directly to the model in your 3D modeling app, right? Since DXT1 can store an 1-bit alpha mask, it's likely your 3D app marked the material as "translucent" when exporting, even if there's no visible translucence at all. This will cause the model parts using that material to be rendered along the translucent stuff in Torque, which tries to sort translucent meshes based on their center, which might cause ordering issues if you have big and small translucent objects too close to each other.
So, to resolve this, disable the transparency in your modeling app before exporting (if it's Maya, open the material in the Hypershader and delete the alpha channel->transparency connetion, don't know how you do it in 3D Studio).
#10
05/04/2009 (11:24 pm)
i use DXT1 with no alpha and there is no transparecy connection in my maya material !
#11
At this stage, if none of the previously mentioned tips do not help, why not post the DDS along with the mesh for someone to test out?
05/05/2009 (2:01 am)
Why not try a material definition? It may help. DXT1 by nature use a 1bit alpha, it is there even when not in use. At this stage, if none of the previously mentioned tips do not help, why not post the DDS along with the mesh for someone to test out?
Torque 3D Owner Caylo Gypsyblood