Game Development Community

Creating trees for Torque games

by Lee3dee · in Technical Issues · 08/09/2005 (11:03 am) · 3 replies

I've been doing some tests for our outdoor game, that involves trees and grasses. With the help of Danny Ngan, i've gotten some of them to work. But the ones that use PNGs with alphas come in as being transparent.

winter evergreen in Maya
www.lee3dee.com/Images/env/winter_maya.jpg
winter evergreen in Torque with alpha problems - 340 polys with dual sided plane attribute enabled
www.lee3dee.com/Images/env/winter_torque.jpg
Tree mesh in another level. Tree mesh is around - 700 polys.
www.lee3dee.com/Images/env/marsh_tree.jpg

Any tips or tricks when bringing trees into Torque?

#1
08/09/2005 (11:10 am)
He he... Did you see the trees in my .plan ?

What modelling app are you using ? What exporter ?

EDIT:

Just saw that it was Maya... I use milkshape with the plus exporter. And I have to click em as using the alpha for translucent ... and sort it down (I believe, though it might be up)

You will probably want to sort your ever greens up.
#2
08/09/2005 (8:17 pm)
Hey Chris :)

I posted my question on another forum, who recommedend in the documentation for placing SORT:: in the object name. Since its in Max and I'm using Maya, im not sure if it will work, but im going to try it tonight, fingers crossed. hehe

EDIT:
the SORT:: does not work with Maya. You cannot add that to the beginning of the name. :(
#3
08/09/2005 (8:55 pm)
If I remember correctly its SORT_ in maya, but someone who actually use maya would probably know better. (I'm using max).