Author Topic: What is the EXACT setup for cockpit glass  (Read 1909 times)

0 Members and 1 Guest are viewing this topic.

Offline aldo_14

  • Gunnery Control
  • 213
What is the EXACT setup for cockpit glass
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)

 
Re: What is the EXACT setup for cockpit glass
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.
     
   
« Last Edit: May 16, 2006, 09:57:13 pm by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: What is the EXACT setup for cockpit glass
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.

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: What is the EXACT setup for cockpit glass
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.

 
Re: What is the EXACT setup for cockpit glass
Have you tried renaming the glass texture?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: What is the EXACT setup for cockpit glass
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*

 

Offline Vasudan Admiral

  • Member
  • 211
    • Twisted Infinities
Re: What is the EXACT setup for cockpit glass
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. :) )
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: What is the EXACT setup for cockpit glass
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.

  

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
Re: What is the EXACT setup for cockpit glass
(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.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts.  For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior

Last edited by StratComm on 08-23-2027 at 08:34 PM