wh1sp3r Posted February 18, 2010 Posted February 18, 2010 ftp://78.102.70.147/Images/decal.jpg I tried different variations of alpha things in material 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 ;-) Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com
Josh Posted February 18, 2010 Posted February 18, 2010 Use blend=1 instead of the alpha test shader. Also set zsort and overlay to 1. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
wh1sp3r Posted February 18, 2010 Author Posted February 18, 2010 sometimes, i can see a terrain through my decal, how can i avoid that ? because sometimes, visual terrain is a little bit different from physic terrain. Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com
Josh Posted February 19, 2010 Posted February 19, 2010 Raise the decal by a tiny amount, like the road is, and use the overlay setting. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
wh1sp3r Posted February 19, 2010 Author Posted February 19, 2010 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 ? Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com
Gard Posted February 19, 2010 Posted February 19, 2010 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" Quote
wh1sp3r Posted February 19, 2010 Author Posted February 19, 2010 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" same Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com
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