Linda on 17/11/2014 at 21:00
I was experimenting with alpha textures, I wanted this plant to look more "withered" (brown tint). When I made the change all seemed ok except for the rendering with fog. After some try I've discovered that was just the DDS NVidia plugin to create this bug: after enough distance from the plant it starts to glow white, this is not realistic and a game standard. Tried with compressions DXT1 with alpha, DXT3, DXT5, tried just to save the original texture with these compressions, tried with GIMP, there bug's still there.
Any ideas?
(
http://postimg.org/image/ebg9e0pij/)
Inline Image:
http://s9.postimg.org/ebg9e0pij/Untitled_2.jpg
Beleg Cúthalion on 18/11/2014 at 12:19
Are you sure this the texture and not the distance fog? The latter is only applied to surfaces which makes it odd-looking occasionally, e.g. single objects being fog-covered while the empty space next to them appears clear.
Linda on 21/11/2014 at 04:29
What you mean for BSP?
And why with the original skin the plant worked fine in my example?
Judith on 21/11/2014 at 13:32
I mean brushes. Less dense fog should look fine though. I had some problems with glowing transparency once, but in the transparent part. The problem was with the transparent pixels. In the image without transparency the background was white, so it looked awful because of texture filtering effect and bloom.
Linda on 22/11/2014 at 02:28
I have to understand why the plant shows fine with the original texture, while with modified textures acts like this, I need of a whitered plant and the only way to have it is to edit the original textures with Photoshop or GIMP.
Map, Matlib, Static Mesh & Texture, if you wanna give a try: (
http://www.filedropper.com/desktop_27) http://www.filedropper.com/desktop_27
Judith on 22/11/2014 at 12:18
I checked the texture, there's nothing wrong with it. I replaced the NATplantB1_D texture with your version and checked the Nat_plantB4 mesh in-game. It looks alright:
(
http://postimg.org/image/hzxwyd971/)
Inline Image:
http://s22.postimg.org/hzxwyd971/image.jpgSo it's not a texture problem, something's wrong with the material definition.
[Edit] Yup, you didn't check the
Alpha testing flag. Also, set the value next to it to 128 and it should be fine.
Linda on 24/11/2014 at 02:53
that fixed the problem! Thank you.