Solved Texture red line and alpha color key

Discussion in 'Mod Support' started by César V., Sep 18, 2016.

  1. César V.

    César V.
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    Joined:
    Sep 4, 2016
    Messages:
    22
    Hello,

    I have a couple of questions about exported static objects :


    - I have a red line on the V edge of my object, do you know why ? : o

    - About transparent textures, is it possible to set it by color key ? For example, set the black (0, 0, 0) as transparent, without to use alpha texture.

    - Can I say to a static object to always see the camera, like for trees ? Or to have some physics, like barrels ?


    Thanks
     

    Attached Files:

    • Capture.JPG
  2. Hondune

    Hondune
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    Aug 5, 2012
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    Your texture has a red object either right next to the wall texture or on the other side of the image from the wall texture. When the game renders textures it filters them by blending pixels in the image so they dont look pixelated, if you have something red on your texture either next to or on the opposite side (because of texture wrapping) of the image from your wall texture it will blend over when your unwrapping is too close to it

    EDIT: Its also possible this is the orange "NO TEXTURE" default material showing through, if thats the case then you need to make sure there is no alpha on your image. Often times the edges of textures will have a bit of alpha if you resize it in photoshop

    As far as i am aware, no this is not possible.

    Its 2016, no one uses billboard trees anymore :p With that said, i believe there is a way to mark an object as a billboard in torque however i am unsure of how to do so, couple minutes of research suggest all you have to do is put BB_ in front of the name of your mesh before exporting and torque will handle it automatically. Bot sure if this is correct though, info found here: http://docs.garagegames.com/torque-3d/official/content/documentation/Artist Guide/Formats/ColladaLoader.html

    ALL physics in BeamNG are done via the node beam system. If you want physics based barrels, you need to make barrel props for BeamNG and then place them on your map. More info here: http://wiki.beamng.com/Creating_A_Simple_Addon
     
    #2 Hondune, Sep 20, 2016
    Last edited: Sep 20, 2016
  3. César V.

    César V.
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    Joined:
    Sep 4, 2016
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    Thanks for your answer !

    For the red line, the solution was finally an other thing, it's because the map was in 256 colors, I converted it to 24 bits and the red line disappeared !

    Yes, it's for an old map conversion. ^^
    It works nice for the billboards ! BBZ_ prefix for a Z rotation.


    By the way, I have a serious performance problem, ~10, 15 fps when I look to all over the map. I try to see why but I don't see anything strange.
    The map don't have many polygons (60 000 polygons, 80 000 vertices) but it have 1600 different DAE static objects and 165 materials. Is that too much ?
     
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