I did a test not long ago with normal mapping leaves. Don't know if Torque's materials support this kind of effect though. Probably overkill anyhow, unless you get self-shadowing and you don't care about fill rate. http://www.ericchadwick.com/img/tree_light-scattering.html Here's another example that isn't using a fancy…
Hi new project with Torque. Need to create some potted plants to fill a space. Looked briefly through environmental thread. Did not see what I was looking for. Can some kind soul allow me to see one of their plant creations for a modern engine? With texture/shader items? I only use them to see as reference alone to get a…
SO I will admit being a newb at this multiple levels of transparency on top of one another. My eventual goal is a bonsai type tree, so its more cloudy/bushy than flat planes stacked in parallel. Trying to make a planes intersecting, say a three way, will then confuse dx with the front and rear of the polys when I add an…
oh hell intersecting alphas in torque. If you aren't using 3dsMax for the modeling you're just plain screwed, and need to take a different approach all together. if you're using max you can put SORT:: in the name of the finished object, and the exporter will chop your mesh up into enough polygons/subobjects so that it will…
Why not just use the technique EQ posted for ivy here (with modeling/texturing your source plant of choice instead of ivy?) http://boards.polycount.net/showpost.php?p=826598&postcount=32
Good luck getting files. When I explicitly model backfaces, I make sure to turn on backface culling, otherwise I get z-fighting (flickering). To avoid transparency sorting problems either use alpha-test (what everyone used to use for trees, and many still do) or use signed-distance alpha-test. For the normals shading…