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Making a Polygon two sided
Posted: Sun Aug 18, 2013 12:29 pm
by noMatt
Hey Guys i am makin a tree and need a solution to get leaves workin.
So actually i am texturing a grid and with a Leaf with alpha channel and it works for one side but not for the other (the leaves are invisible)
How to fix?
Re: Making a Polygon two sided
Posted: Sun Aug 18, 2013 1:00 pm
by Maveritchell
http://www.gametoast.com/forums/viewtop ... 27&t=24851
The full answer will depend on what method you're using to get your model ingame, but regardless of workflow, you can edit the .msh directly as indicated in the linked thread above.
Re: Making a Polygon two sided
Posted: Sun Aug 18, 2013 1:19 pm
by Locutus
Alternatively you could copy the leave planes and flip their normals.
Re: Making a Polygon two sided
Posted: Sun Aug 18, 2013 2:35 pm
by noMatt
but that would double the polycount and i cant do that because its already 3000 tris
Re: Making a Polygon two sided
Posted: Sun Aug 18, 2013 2:47 pm
by Maveritchell
noMatt wrote:but that would double the polycount and i cant do that because its already 3000 tris
No matter what you do, you're going to be increasing your performance footprint. Using a double-sided material is a little less expensive than doubling the planes you're rendering, but I don't know by how much. If you're really worried about performance on your individual tree model (and not the aggregate ZE scene), then you could always make some of your leaves as leaf clumps and simply attach them to hardpoints on your tree model (ex. stock Yavin trees).
Re: Making a Polygon two sided
Posted: Sun Aug 18, 2013 6:09 pm
by noMatt
I dont want to overdo it but it takes more munge time and thats reason enough to leave the poly count low
