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Pincho Paxton
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Posted: 30th May 2013 22:02 Edited at: 30th May 2013 22:03
My model of a dog is loading as transparent. The normals seem to be Ok, and the texture is a bmp. The model is Direct .x... binary.

Circled...



Pincho Paxton
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Posted: 31st May 2013 01:57
I've tried the model as 3DS and it works, but is facing the other way. That's not a problem, but it must be a clue as to something about the model rendering the wrong side.

Pincho Paxton
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Posted: 31st May 2013 02:04
I've fixed it...

... it's flipped the texture around...

... so I just need to reverse my texture bmp.

James H
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Posted: 31st May 2013 04:19
I could be wrong but something at back of my mind is ringing alarm bells - that the first pixel of a bitmap is what defines the color of the image to be treated as transparent
Pincho Paxton
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Posted: 31st May 2013 13:38
Don't know. The other problem is that all of the white in the scene is glowing too white. I don't know what that is either. I'm remaking the white objects.

James H
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Posted: 31st May 2013 19:03
You should consider loading the original object with the issue into a simple empty project and see if it shows transparent against a primitive to determine if the exporter of your modeling software sets the transparency state, reason I mentioned first pixel/transparency is because the fix becomes apparent when the texture is flipped based on what you have posted, its a guess but you havent really provided enough info for anyone to aid you. As for the glow you mention, that doesn`t appear to be the case in your screen capture, the white I see is just white so if what you state is simply that the white is too bright then you need to adjust the diffuse component of texture if its a texture we are looking at, or the diffuse color of the meshes, or adjust the lighting of the scene. If however the screen capture does not show what you have stated and that the glowing appears after your fix then we need to look at a new screen capture and what else in the scene - are you using fullscreen shader for example? How many lights and where they are positioned? Some of those objects look like they are set to have no lighting where others do - the tractor looks like its being lit from roughly the same level to the left of the camera somewhere while the cubes on the track dont - they look like they are lit up from the right and further away from camera again at roughly same level or even slightly lower, yet the roof and fencing looks like they aren`t affected from scene lights like you might use same sort of setup for a skybox. Also I wouldn`t use .bmp for a start I`d pick a format that has an alpha channel - .bmp has alpha channel determined by that first pixel iirc. Clearly your using transparency on tractor windows - is that set in modeler or is that set in your code as either seperate object or using a texture which has correct alpha? Maybe your using limb alpha plugin or something? Really difficult for any of us to say without some code, media and screen captures showing all of this..something we ourselves can replicate with would be very useful
Pincho Paxton
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Posted: 31st May 2013 19:14
I'm converting one of my DB Classic programs. The white in my screenshot is too bright. The same scene in DB Classic looked like this...



The white is not glowing now.

Mobiius
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Posted: 31st May 2013 19:16
Have you altered light 0, or the ambient light?

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
Pincho Paxton
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Posted: 31st May 2013 19:18 Edited at: 31st May 2013 19:24
I just loaded the same DB Classic code as before, and just fixed any lines that didn't work.

Here's a link to the WIP in 2006...
http://forum.thegamecreators.com/?m=forum_view&t=79310&b=8

James H
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Posted: 31st May 2013 20:13
What Mobiius said - in addition to this play around with the objects ambience/lighting properties if needs be, maybe for all of the scene objects as the textured objects look like they are similarly affected, I can`t remember how dbc lighting works as its been some years now but light positions/ranges also appear different - it may well be that the coords and ranges are treated in a different scale between dbc and dbp
Pincho Paxton
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Posted: 31st May 2013 22:19
I used 256 indexed colours to gain speed in DB Classic. That seems to be limiting the lighting of DB Pro. So I changed them back to RGB, and made the textures grey. It looks a bit better now.

James H
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Posted: 31st May 2013 23:20
Cool, nice work btw, I`m sure you`ll get this boxed off
Mage
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Posted: 1st Jun 2013 06:01
How did you end up getting the window transparency on the tractor without it cropping/clipping out the interior cabin? Are they separate objects? Some sort of shader?

It's been my observation that an object with overlapping itself with transparency will have the lower layers not visible through the top layer of transparency. Instead here the windows on the other side of the tractor are visible through the side closest to the camera.

I haven't had a lot of problems with this sort of thing except for layering hair on characters. It's all one object and it clips out its own lower layers.

Pincho Paxton
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Posted: 1st Jun 2013 10:38
They are ghosted objects, and I scroll a sky texture over them. They are from DB Classic before shaders were allowed.

Mage
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Posted: 1st Jun 2013 13:04
That makes more sense. Too bad though.

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