Could really use some help here, eversince i applied my lightmap i just cant get the alpha on my trees to appear correct, its got a huge gap between the layers, this wasn't a problem when i hiked up the alpha test threshold to 0.8 before i ran the lighting, but it now just wont fix it, it does nothing. The only thing that i've done which is successful is use the base shader aphatest, but that only works without being influenced by the lightmap
Im really trying to get this fixed so i can submit, but i might just have to go with what i've got would be eternally in someones debt if they can help
Strange problem it looks like it doesn't want to sort alpha on the same mesh. Not sure on a solution but you could make it an unlit material and then just match the texture colour to your lit scene. Hope you get this fixed
Don't know how your trees are made, but mines are similar and made out of three "stories" of foliage using the same texture and duplicated on top of each other. I had a similar problem at some point (although not influenced by the lightmaps) and I had to link the top-most part to the middle one and the middle one to the lowest part - or the reverse, don't remember - for the draw order to be fine.
Thanks for the quick replies! Really appreciate it.
When you say link, do you mean bridge the polies? I got a lot of trees... doesnt look like that will happen in time
Thing is as soon as I applied the lightmap i can't get the alpha to stop doing that, i have to seprate the models and re-import to get it to be back to how it was unlit
I encountered a problem with mirrored objects. In 3ds max viewport everything is ok (backface culling is on), but in vForge mirrored objects are shown with flipped normals. Attaching problem geometry to normal helps but it kills my instances making future changes difficult. Any advice to avoid this? Maybe I'll spend some time with vForge in the future.
Thanks for the quick replies! Really appreciate it.
When you say link, do you mean bridge the polies? I got a lot of trees... doesnt look like that will happen in time
Thing is as soon as I applied the lightmap i can't get the alpha to stop doing that, i have to seprate the models and re-import to get it to be back to how it was unlit
I meant it as making polys child/parent of others. Maybe try it quickly with one tree?
Contest is over, yet have a question..
-Can We port our game to android mobile/tablets , without extra coding for mobile ? / and how to do that ?
-If exported, Can we entry this in android app store ?(I mean, the code we dont own it yet is it allowed ?)
Replies
Im really trying to get this fixed so i can submit, but i might just have to go with what i've got would be eternally in someones debt if they can help
Hope it helps.
When you say link, do you mean bridge the polies? I got a lot of trees... doesnt look like that will happen in time
Thing is as soon as I applied the lightmap i can't get the alpha to stop doing that, i have to seprate the models and re-import to get it to be back to how it was unlit
Should be about right yup (aka you're not too late yet).
Thank goodness. Might be too late to win, but not too late for me to enter, just finishing the video editing.
Good luck everyone.
I meant it as making polys child/parent of others. Maybe try it quickly with one tree?
-Can We port our game to android mobile/tablets , without extra coding for mobile ? / and how to do that ?
-If exported, Can we entry this in android app store ?(I mean, the code we dont own it yet is it allowed ?)
http://www.polycount.com/2014/02/25/mini-golf-voting-has-begun/