Textures order problem in Shockwave

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  1. #1

    Default Textures order problem in Shockwave

    I am getting a problem with the order textures are shown in Shockwave and was wondering what I need to do to solve the problem.

    For example, when I move along in Shockwave, the floor texture will show in front of a fence texture even though the fence is in front on the floor or the floor texture only will show.

    Thanks.

    Michael


    Michaelcov webforumsuser@macromedia.com Guest

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  3. #2

    Default Re: Textures order problem in Shockwave

    If it's a fence, then it probably has an alpha map texture ?

    If so I think Director sorts transparency surfaces via the origin point of the mesh. So if an object is infront of the mesh origin, but behind the fence it will still appear in front of the fence.

    You may need to rework how your fence object is built to avoid this problem.

    Rix


    Rix webforumsuser@macromedia.com Guest

  4. #3

    Default Re: Textures order problem in Shockwave

    Hi Rix. The texture used is a gif image for the fence with jpgs for the others.

    Does anyone know of a tutorial about this?

    Thanks,

    Michael


    Michaelcov webforumsuser@macromedia.com Guest

  5. #4

    Default Re: Textures order problem in Shockwave

    Hi Michael.

    If it's a solid gif then it's probably not a transparency issue ?

    Does the fence show as a jagged flicker ? If so it's a Zbuffer problem and you should try scaling your camera by 25

    sprite(1).camera.scale(25,25,25)

    Otherwise I'm out 'O' ideas. Good luck

    Rix


    Rix webforumsuser@macromedia.com Guest

  6. #5

    Default Re: Textures order problem in Shockwave

    Hi Rix. Sorry, I should have mentioned, the gif used is part transparent.

    Thanks for the tip about scaling the camera, though in this case, it looks like its not a zbuffer problem.

    He he, I'm also out of ideas :/


    Michaelcov webforumsuser@macromedia.com Guest

  7. #6

    Default Re: Textures order problem in Shockwave

    OK, last try :)

    If it IS a transparent fence, and it is not all one flat plane (it has bends or right angles), in your 3D package try making each plane of the fence a seperate mesh. Or if you're using 3DSMax which I've heard combines all faces into one mesh upon export, try exporting a single fence panel with the origin point in the middle of the fence , then clone the panels into position when the game starts. This should avoid the origin point problem.

    Rix


    Rix webforumsuser@macromedia.com Guest

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