Kurhhan on 7/2/2015 at 22:24
It does not work. All option in Render Order make that trees disappear when you look at them through other trees (the same if you delete transparency alpha 1.00).
LarryG on 7/2/2015 at 22:46
Did you try render order on the leaves with transparency set to 1.0?
gigagooga on 7/2/2015 at 22:47
Try 0.99 transparency. If even that doesn't work, i'll suggest you to take closer look on the render order property LarryG mentioned.
Kurhhan on 7/2/2015 at 22:59
Yes Larry, I tried all option in Render Order with and without transparency 1.0. Eventually, in dark places always visible tree trunks is not such a big problem if we can't solve this little issue. In Daraan's Tree Collection HD mission zip, this problem also exist.
EDIT : @gigagooga 0.99 does not work. There is not much option in "Render Order", I tried it all.
darthsLair on 7/2/2015 at 23:36
Quote Posted by Kurhhan
Yes Larry, I tried all option in Render Order with and without transparency 1.0. Eventually, in dark places always visible tree trunks is not such a big problem if we can't solve this little issue. In Daraan's Tree Collection HD mission zip, this problem also exist.
EDIT : @gigagooga 0.99 does not work. There is not much option in "Render Order", I tried it all.
You might try object system>Immobile True Make sure render type is set to normal.
LarryG on 8/2/2015 at 00:59
There might be a problem with the textures. They should only use 0 and 255 alpha values. If there are anti-aliased edges to the leaves, that might be the problem. The each pixel in the texture should either be fully transparent or fully opaque. Also you could try a material file for the texture that contains
force_alpha_key. Doing that should allow a "sloppy" alpha mask (one that has anti-aliased edges with intermediate alpha values) to work.
Edit: Ref the "Image Alpha" section of the Modders_Notes.txt doc that comes with the NewDark package:
Quote:
Image Alpha
-----------
There are two types of alpha that Dark deals with. The first is 1-bit (on/off) alpha which is rendered with alpha
testing/keying, unless alpha testing has been disabled. This works similar to chroma keying, where a pixel is
drawn or not depending on the alpha. The benefit of that is that when it's combined with "alpha_test_as_opaque"
(enabled by default), alpha tested transparent objects will always render with correct z-sorting. That's especially
beneficial for vegetation that has a lot of intersecting polygons, but can solve sorting issues in other situations
as well. The only potential downside are the sharper edges, which can be softened a bit with "d3d_disp_enable_atoc"
for cards that support that.
The second alpha type is full alpha, which is the classic type where pixels can have varying degrees of transparency.
The typical 1-bit alpha images are palette based images that use index 0 for transparent pixels. However it's also
possible to make 32-bit images that Dark will identify as 1-bit alpha by either making sure the alpha channel only
contains 0 and 255 alpha values, or by specifying "force_alpha_key" in a material file. Conversely images which
Dark would normally identify as 1-bit alpha, can be forced to identify as full alpha images by specifying
"force_full_alpha" in a material file. It's also possible to force an image to be treated as a non-alpha image by
specifying "force_opaque".
ZylonBane on 8/2/2015 at 03:25
Short version: All the foliage needs to use or be forced to use 1-bit alpha so the video card can use the z-buffer to render them. Full alpha textures have to be per-polygon sorted by the engine, which as you've seen often goes wrong for complex objects. All 3D engines have this limitation.
BTW, all those TGA bark textures should be turned into PNGs. TGA with no alpha channel is pointless and wasteful. And why do all the white letter textures have those red/blue artifacts on them?
Le MAlin 76 on 8/2/2015 at 11:18
Quote Posted by ZylonBane
Short version: All the foliage needs to use or be forced to use 1-bit alpha so the video card can use the z-buffer to render them. Full alpha textures have to be per-polygon sorted by the engine, which as you've seen often goes wrong for complex objects. All 3D engines have this limitation.
BTW, all those TGA bark textures should be turned into PNGs. TGA with no alpha channel is pointless and wasteful. And why do all the white letter textures have those red/blue artifacts on them?
I think dds (dxt compression) will be better: in scene with many trees or foliages it's can crash (D3D fail to create texture...).
Kurhhan on 8/2/2015 at 12:41
Too much technical stuff for me. So, the tree trunk issue can't be solve in some easy way. Not good, here was really good trees, dont know other hd tree packs, only Vurt's.
voodoo47 on 8/2/2015 at 13:29
example: Palm1a (a palm tree, leaning to the side) - the model uses two textures, palmleafs.png and barkpalm.png, go to the folder where they are located (txt16), create two txt files, rename them to palmleafs.mtl and barkpalm.mtl, edit them and add
force_alpha_key, save and it's done, transparency issues should be gone. do the same for the rest of the tree models/textures.
(
http://i.imgur.com/Gdy3MUY.jpg)
Inline Image:
http://i.imgur.com/Gdy3MUYl.jpg