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[Solved] Blender to Gamestudio- Texture woes. #454049
08/26/15 01:44
08/26/15 01:44
Joined: Nov 2014
Posts: 24
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Hawthourne Offline OP
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Hawthourne  Offline OP
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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!

Last edited by Hawthourne; 08/27/15 22:01.
Re: Blender to Gamestudio- Texture woes. [Re: Hawthourne] #454053
08/26/15 05:03
08/26/15 05:03
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Z-Sorting... Delete the Alpha Channel of your Textures, this should be help wink

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Re: Blender to Gamestudio- Texture woes. [Re: rvL_eXile] #454087
08/27/15 01:34
08/27/15 01:34
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Hawthourne Offline OP
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Hawthourne  Offline OP
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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!

Re: Blender to Gamestudio- Texture woes. [Re: Hawthourne] #454090
08/27/15 03:34
08/27/15 03:34
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
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.


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Re: Blender to Gamestudio- Texture woes. [Re: Superku] #454095
08/27/15 10:37
08/27/15 10:37
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Wjbender Offline
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Wjbender  Offline
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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..


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Re: Blender to Gamestudio- Texture woes. [Re: Wjbender] #454113
08/27/15 21:10
08/27/15 21:10
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Hawthourne Offline OP
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Hawthourne  Offline OP
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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.

Re: Blender to Gamestudio- Texture woes. [Re: Hawthourne] #454118
08/27/15 22:00
08/27/15 22:00
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Hawthourne Offline OP
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Hawthourne  Offline OP
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[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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