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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on May 16, 2006, 06:01:49 pm

Title: What is the EXACT setup for cockpit glass
Post by: aldo_14 on May 16, 2006, 06:01:49 pm
Y'see, I have a problem here.  My model is set up more or less identically to other ones known-to-work, but the cokcpit glass is doing the old trick of ignoring the exterior hull and just drawing the background for the exterior view.

Tres annoying. 

So, the setup seems to be ok vis-a-vis the models I have which work fine, at least in terms of the subobject hierarchy.  So I'm thinking it's to do with the texture names, specifically the order.  But, to be honest, that's about as far as I'm getting here.  Any thoughts?

EDIT; specifically - having had a peek - is anyone using anything other than the order hullmap-glass-cockpit?  (where the order is the descending order in modelviews' texture list)
Title: Re: What is the EXACT setup for cockpit glass
Post by: Scooby_Doo on May 16, 2006, 09:40:57 pm
Hmmm I never had the problem where the glass was as long as it was part of the main hull. As for the texture name, I just use "glass". Never heard anything about texture order, is that something I need to know about?


HULL
    -Wing1
    -Wing2
    -hull
    -gun0
    -gun1
    -Glass
    -Frame
    -Cockpit
         -Pilot
         -Seat
         -tub



Edit: Oh also, my glass texture is a small 32x32 dds image, the glass gets a different texture from the rest.
     
   
Title: Re: What is the EXACT setup for cockpit glass
Post by: aldo_14 on May 17, 2006, 02:54:28 am
Hmmm I never had the problem where the glass was as long as it was part of the main hull. As for the texture name, I just use "glass". Never heard anything about texture order, is that something I need to know about?   

I believe so, yes.  Offhand, I think it may be important for the render order, but it's something I  need to check up on.
Title: Re: What is the EXACT setup for cockpit glass
Post by: aldo_14 on May 18, 2006, 01:23:56 pm
Well, if someone could tell me what in the name of **** determines the export texture order, I'd be much obliged, as it doesn't seem to be alphabetic.
Title: Re: What is the EXACT setup for cockpit glass
Post by: Scooby_Doo on May 18, 2006, 02:02:57 pm
Have you tried renaming the glass texture?
Title: Re: What is the EXACT setup for cockpit glass
Post by: aldo_14 on May 18, 2006, 02:17:15 pm
Have you tried renaming the glass texture?

It's per-bloody-vertex number, AFAICT.  So if you want to adjust it you need to seperate and re-join parts of the model.  *grumnle*
Title: Re: What is the EXACT setup for cockpit glass
Post by: Vasudan Admiral on May 18, 2006, 11:51:05 pm
Might this help? http://www.hard-light.net/forums/index.php/topic,28797.0.html

(I haven't actually tried glass yet - but I've got that saved for when I do. :) )
Title: Re: What is the EXACT setup for cockpit glass
Post by: aldo_14 on May 19, 2006, 02:43:48 am
Might this help? http://www.hard-light.net/forums/index.php/topic,28797.0.html

(I haven't actually tried glass yet - but I've got that saved for when I do. :) )

Nah, thanks.

It's just a conversion issue.  Minor one, by the looks of it, as it all seems to be working now.  Annyoing to fix, though; basically the gist is that the texture ordering seems to be picked up (by max2pof) on the basis of vertex order, i.e. from vertice 1 onwards, etc.  Which is entirely logical, but means that, in this situation, the cockpit map was being picked up first.  And it would seem the textures are rendered in the order, at least as far the individual subobject is concerned, that they are given in in the modelview texture list.  So the transparent bit was drawn before the hull bit, ergo no hull drawn through.
Title: Re: What is the EXACT setup for cockpit glass
Post by: StratComm on June 03, 2006, 04:06:30 pm
(Sorry for the very late reply)

Aldo, you've got the right idea on the texture ordering.  I always select all of the polygons used for glass, detach them from the hull, and re-attach them to the hull right before export.  That will set all of your glass polygons to the end of the list, and the texture will show up last.