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Posted

ftp://78.102.70.147/Images/decal.jpg

 

I tried different variations of alpha things in material :lol: but how can i ged rid of hard edges and make it more smooth, like my decal texture is ?

 

texture0="abstract::decal.dds"

blend=0

depthmask=1

overlay=0

zsort=0

cullface=1

castshadows=1

specular=0.0

gloss=0.25

bumpscale=1.0

shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_alphatest.frag"

shadowshader="abstract::mesh_shadow.vert",""

 

this is my old material ...

thanks ;-)

-= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=-

Website: http://www.flamewarestudios.com

Posted

I did it, but still, this problem is there. Decal is aligned to terrain grid, so Terrain shouldn't be seen though decal.

 

ftp://78.102.70.147/Images/decal2.jpg

 

texture0="abstract::decal.dds"
blend=1
depthtest=1
overlay=1
zsort=1
castshadows=0
shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_alphablend.frag"
shadowshader="abstract::mesh_shadow.vert",""

 

decal is 32x32 quads aligned to terrain grid, terrain is 1 meter per tile, decal is 4x4 meters.

I am using TerrainElevation, so it should be ok, but it isn't :)

 

So, looks like, TerrainElevation is not accurate, returns sometimes different values or visual side of terrain is inaccurate.

 

where is a problem ? :D

-= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=-

Website: http://www.flamewarestudios.com

Posted

try this:

 

texture0="abstract::decal.dds"
blend=1
depthtest=1
overlay=1
zsort=1
castshadows=0
shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag"

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