Game Development Community

transparency problem on a double sided polygon

by Ori Cohen · in Artist Corner · 09/16/2012 (10:44 pm) · 11 replies

i have an opacity based PNG, i activate the transparency and Z-write in the advanced material options.
if you look at the goblin's cloth, from the front angle it seems like its all good. from the back there its drawing badly, and you can see how the square polygon is over writing the front cloth.

any ideas if this is fix-able ?
problem image: s11.postimage.org/k1hvytrld/badgoblin.pnggood transparency: s8.postimage.org/4vqoe8coz/goodgoblin.png

#1
09/17/2012 (3:53 am)
I would recommend turning off the z-write and using a lerpAlpha setting. on your transparency. Another option (personally I think this would look better) would be to uncheck the Transparency box and use the alpha Threshold with a value of around 100. Then check your cast shadows box.

Ron
#2
09/17/2012 (4:12 am)
looks like your first idea didnt work s13.postimage.org/el2zwnted/badgoblin2.png
and your second idea fixed it.
s16.postimage.org/g0yc9fg5v/fixedgoblin.png
#3
09/17/2012 (8:07 am)
Yep, looks to be working now. I really don't like how Torque handles transparency too much. I should look into that code and see whats happening.

Ron
#4
09/17/2012 (8:54 am)
i am surprised its solved. back in the day it wouldnt have worked.
#5
09/18/2012 (1:08 am)
Opacity maps. Why we no got?
#6
09/18/2012 (1:12 am)
why there is no slot for it ? i am guessing its a matter of convenience to use the one inside the png or other formats...
#7
09/18/2012 (4:26 am)
Torque seems like so many 3rd party programs hacked together to me. For example, we do have opacity maps, or support for them, as evidenced by the alpha maps in the terrain texturing. It just doesn't slot in to other materials. Likewise, we have no specularity on terrains, even though it should be possible, as it is in the other materials. The left hand knoweth not what the right hand doeth. It's giving me cramps too. And I think I'm developing an ulcer.

In any event, you got it sorted and with little down-time to boot. Good ol' Ron to the rescue! With some luck, going open source might help to better streamline this awesome engine.
#8
09/18/2012 (4:29 am)
you are right, but back in the day, when i was used tge 1.4.2, this would have taken a few days to sort out :)
#9
09/18/2012 (4:53 am)
"It just doesn't slot in to other materials."

not only that.there r so many other options available in source level.
just engine designer never added them in script/interface level.
looks like they were tired to add those functionality in source
and
then they left rest of the task to be done by end users.
#10
09/18/2012 (5:00 am)
yeah, its not artist friendly, even with the showtool integrated into it.
but after years of not touching it, its a few levels above what it used to be.
#11
10/29/2012 (2:14 pm)
I'm workin on it ;-)