[Solved] -- Image goes WHITE at certain angles (Dts object) in editor as well
by John "Mythic" Henry · in Artist Corner · 09/22/2011 (1:06 pm) · 1 replies
I'm not an artists, so were clear on that, but I can modify existing work pretty well..
So heres the issue I'm having.
T3D 1.1, with modifications.
FPS enviroment pack OakTree
MS3D for modeling work (DtsPlus Export)
First here are two photos of it:
Good View of tree
www.freeimagehosting.net/t/a8e9a.jpg
Bad View of Tree
www.freeimagehosting.net/t/69687.jpg
Heres a couple of the material definitions:
Basically I had to Import the Original 3ds file, fix it for use with MS3D to remove an Umapped Material
(The Collision mesh was using it) to clear out a Log message. (I don't like errors in my work).
The Trees were working before with out an Issue except for the UnMapped material in them,
once I got the basics of the Material set. So I figured it would be simple to clean out that
unused empty material... Nope.
So at certain angles now in both Game / Editor / ShapeEditor, the Whole Image goes White.
It's not an imediate change to white, its gradual as the View angle changes. I figure I
missed something simple. This is my first mod to objects that need to have the [alphaRef] value
modified so as to get the Leaves showing correctly. All my other work in MS3D objects never
gave me this problem before.
Any Ideas?
So heres the issue I'm having.
T3D 1.1, with modifications.
FPS enviroment pack OakTree
MS3D for modeling work (DtsPlus Export)
First here are two photos of it:
Good View of tree
www.freeimagehosting.net/t/a8e9a.jpg
Bad View of Tree
www.freeimagehosting.net/t/69687.jpg
Heres a couple of the material definitions:
singleton Material(groundcover_Bra2LOD)
{
mapTo = "Bra2LOD";
diffuseMap[0] = "art/shapes/groundCover/Bra2LOD";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
pixelSpecular[0] = "1";
translucentBlendOp = "None";
alphaTest = "1";
alphaRef = "114";
translucent = "0";
materialTag0 = "Vegetation";
};
//---
singleton Material(groundcover_BraFal1)
{
mapTo = "BraFal1";
diffuseMap[0] = "art/shapes/groundCover/BraFal1";
doubleSided = "1";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "20";
pixelSpecular[0] = "0";
translucentBlendOp = "None";
alphaTest = "1";
alphaRef = "114";
translucent = "0";
materialTag0 = "Vegetation";
};
//---
singleton Material(groundcover_BraGrn1)
{
mapTo = "BraGrn1";
diffuseMap[0] = "art/shapes/groundCover/BraGrn1";
doubleSided = "1";
specular[0] = "0.9 0.9 0.9 1";
specularPower[0] = "10";
pixelSpecular[0] = "1";
translucentBlendOp = "None";
alphaTest = "1";
alphaRef = "114";
translucent = "0";
materialTag0 = "Vegetation";
showFootprints = "0";
};Basically I had to Import the Original 3ds file, fix it for use with MS3D to remove an Umapped Material
(The Collision mesh was using it) to clear out a Log message. (I don't like errors in my work).
The Trees were working before with out an Issue except for the UnMapped material in them,
once I got the basics of the Material set. So I figured it would be simple to clean out that
unused empty material... Nope.
So at certain angles now in both Game / Editor / ShapeEditor, the Whole Image goes White.
It's not an imediate change to white, its gradual as the View angle changes. I figure I
missed something simple. This is my first mod to objects that need to have the [alphaRef] value
modified so as to get the Leaves showing correctly. All my other work in MS3D objects never
gave me this problem before.
Any Ideas?
About the author
Torque 3D Owner John "Mythic" Henry
EveronWorlds
Well I posted to soon..
heres the fixed material def :
singleton Material(groundcover_Bra2LOD) { mapTo = "Bra2LOD"; diffuseMap[0] = "art/shapes/groundCover/Bra2LOD"; alphaTest = "1"; alphaRef = "114"; materialTag0 = "Vegetation"; };"Bangs head on keyboard a few times..."
Just finally getting around to merging in some of my old
art packs from TGEA :)