[Solved] Blender to Gamestudio- Texture woes.

Posted By: Hawthourne

[Solved] Blender to Gamestudio- Texture woes. - 08/26/15 01:44

So, been playing around with creating models in Blender and then exporting them as an FBX and importing them with MED to save as an MDL. Seems to work fine (though I have yet to play with animations), but I have an issue when I export the textures. Objects in the model which are physically behind other objects are appearing as if they were in front of them (once I create them through SED). It is as if the texture of the object in behind is assigned to a higher layer (when exporting a model w/o a texture, the polygonal shape is fine), but in both Blender and MED things look fine (if object A is between be and object B, I only see object A). On a hunch, I did try combining all of the pieces of my model into one object before exporting them from Blender, but that didn't seem to fix it.

Thanks for any help!
Posted By: rvL_eXile

Re: Blender to Gamestudio- Texture woes. - 08/26/15 05:03

Z-Sorting... Delete the Alpha Channel of your Textures, this should be help wink

regards Sebastian
Posted By: Hawthourne

Re: Blender to Gamestudio- Texture woes. - 08/27/15 01:34

In which step of my process should I do that? The original texture doesn't have any alpha coloring (I actually made it in MS.paint for educational purposes). Is that something Blender treats as there even when it isn't, or is it getting slapped on somewhere in the import/export/load process? Thanks again!
Posted By: Superku

Re: Blender to Gamestudio- Texture woes. - 08/27/15 03:34

Did you (fully) import the texture in MED or leave the extern(al) check box checked? In the first case you can change the texture format in the Skin Settings in MED, otherwise you need to make sure you save the texture in 24bit format.

Alternatively, should the alpha channel come in handy on that or any other model but when you still want correct sorting/ depth buffering then you can set
ZWriteEnable = true;
AlphaBlendEnable = false;
in the material (technique) and optionally set bool PASS_SOLID; or the corresponding material flat (forgot the name) to enforce rendering in the non-transparent pass (this alone does not fix the sorting issue). Look up those terms in the 3dgs manual or via forum search.
Posted By: Wjbender

Re: Blender to Gamestudio- Texture woes. - 08/27/15 10:37

also had similar "woes" , figured out I had to remove the alpha channels from images ,could be done simply by not using alpha supported file formats aswell..
Posted By: Hawthourne

Re: Blender to Gamestudio- Texture woes. - 08/27/15 21:10

Thanks for the assistance, I'll research along those topics. Though I am getting quite familiar with Blender, I have a lot to learn about doing any final tweaks in MED.
Posted By: Hawthourne

Re: Blender to Gamestudio- Texture woes. - 08/27/15 22:00

[Solved] By changing the texture format in MED under Object->Manage Skins->Skin Settings->Texture Format, then setting it to the 24 channel which also unchecks the alpha layer (though my texture image in Blender didn't have an alpha channel to start with)

Thanks guys!
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