B3D trees with smooth alpha leafs
Blitz3D Forums/Blitz3D Programming/B3D trees with smooth alpha leafs
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I've recently purchased a tropical tree pack, online. The pack contains about 7 different model formats. I have some trouble when I open the palm tree ms3d file in MilkShape3D and save it again as a b3d model. 1) When I load the existing b3d model in my game, it looks perfectly like this. See the leafs a smooth. ![]() 2) But when I open the ms3d file in MilkShape3D and export the b3d model, the leafs of the tree looses it's smoothness, like this: ![]() Anybody know why this happens? |
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Sorry guys.. The 2 pics needs to be swapped. The bottom one is the smooth leafs. |
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Does MS3D export B3D with flags? Because you would need to be able to set the Textureflag for Alpha. I know that Ultimate Unwrap 3D is able to. But you could use a little trick: rename all your textures with alpha to something with a_ in front and then add the following code before loading any model: TEXTUREFILTER "a_",2 (this should work) this will add the texture alpha flag to all textures loading that have a_ at the beginning of their name |
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its look without mipmaping to me.. |
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no, masked flag (4) instead of alpha flag (2) to me. |
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Without mipmapping is not possible, thats default flag if you don't change it (or set the VRAM Flag) I'm not sure if masking would result in such a smooth leaf as it only knows of "there" and "not there" ... |
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JFK is correct. Here is an example showing some trees I have made.![]() The only difference is the following line. leaves = LoadTexture ("leaves2_mask.png",1+4);mask version leaves = LoadTexture ("leaves2_alpha.png",1+2);alpha version note that the alpha version does not have correct z-depth,... this needs to be done in an extra step when using alpha blending. |
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Thanks for all the feedback guys. Great stuff Pongo.. The following line works 100%: leaves = LoadTexture ("leaves2_alpha.png",1+2);alpha version The leafs of the exported b3d from MilkShape are now just as smooth. Cheers |
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@Pongo: How do you correct the z-depth problem when using alpha blending? |
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this is only a problem if the alpha stuff is part of the same mesh. here's beakers z-sorting solution included: http://www.blitzbasic.com/codearcs/codearcs.php?code=1273 |
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do a search in the code archives,... here is one: http://www.blitzbasic.com/codearcs/codearcs.php?code=850 |