View Full Version : Creating a scenerey, see through parts
WanderingOtaku
05-03-2007, 02:19 PM
I just created a scenery item, a pipe from Mario Brothers. Its fatter in game than I expected, but thats not the problem. The problem is parts of it are see through. It changes depending on where I move the camera, so the inside parts like that are see through while the outside is fine. Anything I am doing that would cause this? (I use Blender and export it as an .obj then convert it to ASE using Biturn.)
Thanks for your help, in advance.
http://img.photobucket.com/albums/v726/wanderingotaku/pipe.jpg
Use the option 'double sided' in the mesh dialog in the importer.
MrPKI
05-03-2007, 04:05 PM
Some of your faces are not facing the correct way, so you are basically looking at the back of them (which is invisible by default). You can use a texture setting that has "DS" (Double Sided) on the end to fix this, but it really just adds extra not-needed data to the file (meaning quite possibly more lag), so it's better in the long run to re-orient the faces of your object to the correct position.
surfingoz
05-03-2007, 06:36 PM
if you are using sketchup make sure that the white mesh is visble not the purple mesh.
WanderingOtaku
05-04-2007, 01:02 AM
Thank you for the help. The file itself isnt that big so setting it to double sided didnt make it so big of a file size.
and I use blender for my modeling program.
I noticed another problem though... I think the pipe is partway underground, and I am not sure how to fix that. In Blender, I had the file above the grid line, and followed the basic guide for importing it into RCT3. I had to export it as an .obj and then convert it using Biturn to .ace could that be a reason why?
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Fixed it. I figured out it was below a certain line. Blender kinda makes things sideways, at least according to Biturn.
Old-Spice
05-04-2007, 09:34 AM
try sketchup, its Much more simple
@mrPKI & surfingoz: I think there is one face which should be visible from inside and outside, so turning round wouldn't really help.
Vodhin
05-04-2007, 10:12 AM
Some of your faces are not facing the correct way, so you are basically looking at the back of them (which is invisible by default). You can use a texture setting that has "DS" (Double Sided) on the end to fix this, but it really just adds extra not-needed data to the file (meaning quite possibly more lag), so it's better in the long run to re-orient the faces of your object to the correct position.
In the importer, in the mesh settings, the last column has the option Single Sided or Double Sided. When making an object that is not completely closed and the object's "inside" will be visible, use the Double Sided option.
Some texture styles also have a DS at the end (SIAlphaDS, for example) this type of texture style will also force the texture to applied to the inside of the mesh, but the inside will have odd shading applied.
In my experience, the Double Sided option does not add to lag, as it uses the same vertex coordinates as the outter face; either way the game must calculate what objects beyond the verticies are visible and what objects are not.
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