What is Show Sorted Mesh Draw order ???
by Bruno Grieco · in Artist Corner · 08/24/2005 (10:29 am) · 9 replies
Guys,
This is a continuation of [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=33741]this thread[\url] which is also a sequel for
[url=http://www.garagegames.com/mg/forums/result.thread.php?qt=32787]this other[\url] thread.
A long story short :
Made some shapes in Max that had reflections.
Seted all the variables according to the tutorials.
Exported them into the game.
They wouldn't reflect at all. Objects with opacity and reflection wouldn't show at all.
They wouldn't show using TST PRO either UNTIL I found out this check box that read
"Show Sorted Mesh Draw order"
With it checked, everything renders fine.
What exactly does that mean ? How do I set this in the engine.
TIA
This is a continuation of [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=33741]this thread[\url] which is also a sequel for
[url=http://www.garagegames.com/mg/forums/result.thread.php?qt=32787]this other[\url] thread.
A long story short :
Made some shapes in Max that had reflections.
Seted all the variables according to the tutorials.
Exported them into the game.
They wouldn't reflect at all. Objects with opacity and reflection wouldn't show at all.
They wouldn't show using TST PRO either UNTIL I found out this check box that read
"Show Sorted Mesh Draw order"
With it checked, everything renders fine.
What exactly does that mean ? How do I set this in the engine.
TIA
About the author
#2
David, could it be becuse the difuse texture and the reflection map texture are the same ?
09/05/2005 (9:16 am)
Any news ?David, could it be becuse the difuse texture and the reflection map texture are the same ?
#3
I had a chance to look at your object today and the testreflection3.dts looks to be working here. When I turn on environment mapping, only the frame of the box is reflective, which I'm assuming is what you were after.
Did you manage to figure out your issue?
As far as the diffuse map and reflection map being within the same texture, that's how it's normally done AFAIK. The alpha channel within the diffuse map indicates the amount of reflection -- so long as the 'Never Env Map' flag is not set on the DTS material.
Please let me know if you're still having trouble.
Thanks.
- LightWave Dave
09/08/2005 (8:24 am)
Greetings Bruno!I had a chance to look at your object today and the testreflection3.dts looks to be working here. When I turn on environment mapping, only the frame of the box is reflective, which I'm assuming is what you were after.
Did you manage to figure out your issue?
As far as the diffuse map and reflection map being within the same texture, that's how it's normally done AFAIK. The alpha channel within the diffuse map indicates the amount of reflection -- so long as the 'Never Env Map' flag is not set on the DTS material.
Please let me know if you're still having trouble.
Thanks.
- LightWave Dave
#4
That's strange. The testereflection3.dts doesn't show up at all over here (only the solid box). I tested it on my Mac and on PCs running the Torque version that came on 3DGPAi1. Even in TST Pro ( mac tiger version ) it only shows up using the "Show sorted mesh draw order"
Just downloaded a mac demo version from GG site to see if it might be a version bug, but it was a no go.
I've sucessfully exported a reflecting cube using the simpletexture.bmp that has no alpha channel at all and I got a solid chrome cube.
I've seen the "Never Env Map" flag somewhere but don't know how to set it (or not ).
Tried exporting it with the two max exportes I found, the one from the link on the documentation and the one from the download link in the exporter matrix by Alex Swanson.
Any hints ?
09/08/2005 (8:54 am)
Hi David.That's strange. The testereflection3.dts doesn't show up at all over here (only the solid box). I tested it on my Mac and on PCs running the Torque version that came on 3DGPAi1. Even in TST Pro ( mac tiger version ) it only shows up using the "Show sorted mesh draw order"
Just downloaded a mac demo version from GG site to see if it might be a version bug, but it was a no go.
I've sucessfully exported a reflecting cube using the simpletexture.bmp that has no alpha channel at all and I got a solid chrome cube.
I've seen the "Never Env Map" flag somewhere but don't know how to set it (or not ).
Tried exporting it with the two max exportes I found, the one from the link on the documentation and the one from the download link in the exporter matrix by Alex Swanson.
Any hints ?
#5
I have seen the flag "never env map" listed at the end of the Dump file after dts creation, but I have never known where it is getting that setting.
10/05/2005 (4:12 pm)
I have this difficulty as well. I have never gotten anything to have a reflection. The reflection slot in the Max material editor seems to have no effect.I have seen the flag "never env map" listed at the end of the Dump file after dts creation, but I have never known where it is getting that setting.
#6
-Make sure your rendering and have an actual bottom enviro texture in the skybox.
-Bruno, when you had the "solid chrome cube" I'm pretty sure you had enviroment mapping working properly. Your alpha (at least from my experience) will be damn near fully transparent. I kept turning on more and more transparency in the png until the reflection effect worked.
Hope that helps.
10/05/2005 (4:41 pm)
A couple of things that might help...-Make sure your rendering and have an actual bottom enviro texture in the skybox.
-Bruno, when you had the "solid chrome cube" I'm pretty sure you had enviroment mapping working properly. Your alpha (at least from my experience) will be damn near fully transparent. I kept turning on more and more transparency in the png until the reflection effect worked.
Hope that helps.
#7
I'm not sure it's a texture problem. The shape renders ok in TST Pro with the "Show sorted mesh draw order" checked. The texture on the "solid chrome cube" didn't have transparancy at all.
But the strange issue is :
Some people can dowload the exported files ( at http://homepage.mac.com/bgrieco go to downloads ) and view them with the right reflection in both TSTPro and the game. While I see nothing. I thought it could be an engine problem, but the "solid chrome cube" shows...
Still haven't figured it out
10/07/2005 (6:12 am)
@Eric,I'm not sure it's a texture problem. The shape renders ok in TST Pro with the "Show sorted mesh draw order" checked. The texture on the "solid chrome cube" didn't have transparancy at all.
But the strange issue is :
Some people can dowload the exported files ( at http://homepage.mac.com/bgrieco go to downloads ) and view them with the right reflection in both TSTPro and the game. While I see nothing. I thought it could be an engine problem, but the "solid chrome cube" shows...
Still haven't figured it out
#8
Did you ever get this to work properly? I'm having the exact same problems. If I don't use SORT:: on the object, no emap is shown, and if I use SORT::, it only shows up in Show Tool when "Show sorted mesh draw order" is checked. It never seems to work in engine at all.
I'm going nuts trying to get this to work properly. I'll continue working at it as I'm sure it's something I've overlooked, but I could use a pointer if anyone has one. Thanks!
-KMc
11/04/2005 (1:18 pm)
@Bruno,Did you ever get this to work properly? I'm having the exact same problems. If I don't use SORT:: on the object, no emap is shown, and if I use SORT::, it only shows up in Show Tool when "Show sorted mesh draw order" is checked. It never seems to work in engine at all.
I'm going nuts trying to get this to work properly. I'll continue working at it as I'm sure it's something I've overlooked, but I could use a pointer if anyone has one. Thanks!
-KMc
#9
Tested even with items with the emap datablock flag set to true, but nothing ever happened. In macs or PCs.
11/04/2005 (5:02 pm)
Nope, never worked. never worked with solid blocks either. Tested even with items with the emap datablock flag set to true, but nothing ever happened. In macs or PCs.
Associate David Wyand
Gnometech Inc.
Bruno, I also received your email with your shape and will take a look. From your description, I'm not sure what is happening.
The 'Show Sorted Mesh Draw Order' checkbox allows you to visualize the order in which sorted meshes are drawn (pg 58 of the manual). It shouldn't have any bearing on reflection.
As far as turning this on in TGE...you can't. It is a special feature of TST Pro. And really, you wouldn't want to as it is a debug rendering mode and not something you'd want to use in real time within a game.
It sounds like there is something wrong with your model, but I'll know better once I take a peek.
- LightWave Dave