Posted: 28th Jun 2007 12:40
I have treemagic and plantlife and they both work fine. I can export to a .x file without any problem.

The problem is when I load it into the DBPro environment the leaves just look like black rectangular meshs with a picture of the leave graphic on it. The truck and branches look fine.

Is there an adjustment I need to make in DBPro?

Thanks...
Posted: 28th Jun 2007 13:01
try

SET OBJECT TRANSPARENCY object_number, 1
Posted: 29th Jun 2007 1:48
It actually looks a little better but now it has blue highlights around it.
Posted: 29th Jun 2007 2:22
I've been experimenting with the transparency command and noticed that the 5 & 6 option work much much better but it's still not exactly the way it should be. Besides the transparency is there also something else I can use?
Posted: 29th Jun 2007 3:56
"ghost object on" is ur freind
Posted: 29th Jun 2007 6:44
I like using 2 for my transparency. I'm pretty sure thats the one I use...
Posted: 29th Jun 2007 6:51
Are you using fog at all in your level?
Posted: 29th Jun 2007 7:06
No fog. Actually just testing when I noticed this.
Posted: 29th Jun 2007 13:37
I'm not an expert but in the help file you can find

set object transparency :

0 - draw first no alpha
1 - draw first with alpha masking
2 and 3 - draw second which overlaps solid geometry
4 - draw second alpha test (only render beyond 0x000000CF alpha values)
5 - water line object (seperates depth sort automatically)
6 - combination of 3 and 4 (second phase render with alpha blend AND alpha test, used for fading LOD leaves)

For my trees i use the value of 6; it's the best choice in my opinion but with this option the pixel shader of your videocard make two passes !!!

I think that the DBP engine use something similar to the shader code below

+ Code Snippet
    pass RenderOpaquePixels
    {
        VertexShader = compile vs_2_0 VShader();
	pixelShader  = compile ps_2_0 PS(); 
        AlphaBlendEnable = false;
        AlphaFunc = Equal;     
        ZEnable = true;
        ZWriteEnable = true;
        CullMode = None;
    }

    pass RenderAlphaBlendedFringes
    {
        VertexShader = compile vs_2_0 VShader();
	pixelShader  = compile ps_2_0 PS(); 
        AlphaBlendEnable = true;
        SrcBlend = SrcAlpha;
        DestBlend = InvSrcAlpha;        
        AlphaFunc = NotEqual;
        ZEnable = true;
        ZWriteEnable = false;
        CullMode = None;

but i don't know exactly

Matteo
Posted: 30th Jun 2007 7:03
The "blue highlights" you see is the backdrop colour bleeding through. I don't know why this happens.

I would suggest using a COLOR BACKDROP command to change your backdrop color to a shade of green that will look good on your trees.

EDIT: It's been a while since I used Tree Magik G3 for strictly saving and loading trees. The last time I used it like that, there were only two options for the SET OBJECT TRANSPARENCY command - 0 and 1. Now there are seven options.

So anyway, the correct answer to your question is to change the object transparency to 4 or 6.

- Jane
Posted: 30th Jun 2007 9:30
I've been using option 5 & 6, mostly 6. It works good.
Posted: 30th Jun 2007 12:09
You will find that with different textures, different modes work differently. It depends entirely upon the size of the object, the format of the texture, the layout of the texture, camera distance from object etc. Hehe, if you couldn't tell I was being sarcastic when I said 'it depends entirely upon...', I say this because it depends on a LOT of things. Mode 3 works great for some things, modes 4,5 and 6 for others. The main determining factors are the way your image is layed out and what format the image is in (it's alpha data primarily).
Posted: 1st Jul 2007 11:00
I'm using treemagik G2, the command
+ Code Snippet
 set object transparency tmp,4
works fine. also, try to export the trees to .dbo files as they load much quicker.