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NikhilR
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Sunday, December 11, 2011
Alt title : Disable backface culling in game.
Hi,
If I bring a flat object (like a plane) into netradiant and then compile my map, the backface (face away from normal) does not show.
In 3ds max speak, this is call backface culling (a viewport feature which disables the rendering of backfaces (for example. the interior of a cube)
The workaround is to thicken the plane, using a shell modifier, thus concealing the back faces,
I.e plane is thickened with shell modifier into a box.
But this also doubles the polycount
In UDK, there's an option to disable this per object.
This allows for one face (of a plane) to double up as a wall for both the interior and exterior.
Is a similar option available in radiant?
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TRL
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Sunday, December 11, 2011
In 3ds max you can set it up in the map menu somewhere in the texture settings there should be a check box "double sided" or backface or something like that.
In netradiant I can't help you, but maybe exporting it like that from 3ds max already does the trick.
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Zeth
The Admin
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Sunday, December 11, 2011
As I mentioned before to you in IRC, cull none in your shader will do the trick.
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NikhilR
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Sunday, December 11, 2011
And it worked!
@Zeth - Like you said, its mandatory to assign a unique material (shader) to every object in the scene, and the cull none keyword shall then work on a per object basis.
@TRl - it basically is backface culling in both cases. I think in 3ds max its viewport only, though it may apply to rendering as well.
Thanks!
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Shenku
RiO Incarnate
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Sunday, December 11, 2011
NikhilR wrote : @TRl - it basically is backface culling in both cases. I think in 3ds max its viewport only, though it may apply to rendering as well.
Yes, to my knowledge, the backface culling options from the material maps in 3DS Max only effect the viewport and built-in renderer, and do not export with the material settings at all(or at least not into MD3 format, I haven't worked extensively with any other format though), so you need some form of work around to get the backface to display in the engine you're using it in.
As Brad said, that would be the cull none flag in the shader. Just make sure you don't use it with something that also has outlines, since they don't seem to play well together...
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NikhilR
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Monday, December 12, 2011
Outlines? But aren't they drawn on the texture itself? What happens if you use the cull none flag with a texture that has outlines?
Also map and door tests were successful!
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JayREEZY
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Monday, December 12, 2011
NikhilR wrote : Also map and door tests were successful!
Congradulations dude!, I can't even compile my maps correctly .
NikhilR wrote : Outlines? But aren't they drawn on the texture itself? What happens if you use the cull none flag with a texture that has outlines?
Correct me if I'm wrong, but it should be fine without texture outlines since the engine seems to be drawing them in perspective anyway.
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Shenku
RiO Incarnate
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Monday, December 12, 2011
NikhilR wrote : Outlines? But aren't they drawn on the texture itself? What happens if you use the cull none flag with a texture that has outlines?
Outlines drawn into the textures, and outlines rendered in real time by the engine are two very different things. It's not the texture that's the issue, it's the renderer; it doesn't know how to handle generating outlines when it has the backface cull turned off.
I looked into the issue a little bit, but I couldn't actually get the engine to compile, so I can't try fixing it from my end currently...
This means that things like my Videl model's shirt, or Piccolo's cape, are forced to have outlines turned off in order to display the texture on both sides of the faces for the model, which is undesirable due to breaking from the style of the rest of the model which still has outlines.
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TRL
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Monday, December 12, 2011
But you mentioning outlines either way was confusing to him, Shenku.
Because our maps don't use it anyway. Toebi used it one time on the baba palace, but it looked bad.
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