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Far Scenery proplem , not visible..

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Far Scenery proplem , not visible..

Postby zuikki1 » Sat May 21, 2011 11:01 am

again similar proplem that is descriped also before in lod in / out section , but I can´t find solution. If I put a treewall as a far scenery it is not visible if opacitymap is set true. If it is set false I can see the treewall but not with its right texture, only completely green. No texture att all... the .ini file is this where plate1.dds is ground textureplate and treewall_seka.dds is the treewall texture:

[TextureInfo]
NumTextures=2
Texture0=plate1.dds
Texture1=treewall_seka.dds
NumShadowTextures=0
NumSpecularTextures=0
[plate1.dds]
MipLevels=3
Dynamic=true
OpacityMap=false
OneBitOpacity=false
IsGroundTexture=true
MipFilter=Linear
MinFilter=Point
MagFilter=Point
TextureFormat=DXT3
[treewall_seka.dds]
MipLevels=3
Dynamic=true
OpacityMap=true
OneBitOpacity=false
IsGroundTexture=false
MipFilter=Linear
MinFilter=Point
MagFilter=Point
TextureFormat=DXT3
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Re: Far Scenery proplem , not visible..

Postby eno72 » Sat May 21, 2011 5:12 pm

check UV coordinates, always between 0 and 1.
That is: in max, the poligons of the treewall must be ALL inside the texture. In the UVW unwrap set the texture as not tiled (you see the texture just once and not repeating itself). The poligons should be mapped all inside the texture.
This limitation prevents the use of treewalls with repeating texture as far scenery, otherwise the far scenery can use alpha channel with no problems.

I hope it is clear, more or less :S
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Re: Far Scenery proplem , not visible..

Postby martinez » Wed May 25, 2011 10:55 am

eno72 wrote:... This limitation prevents the use of treewalls with repeating texture as far scenery, otherwise the far scenery can use alpha channel with no problems.


Thanks for this :) Good to know for the future.
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