Making a Polygon two sided

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Post Reply
noMatt
2nd Lieutenant
2nd Lieutenant
Posts: 398
Joined: Sun Mar 10, 2013 12:30 pm
Projects :: The Map has no name so see alpha
Games I'm Playing :: Crysis Battlefront
xbox live or psn: No gamertag set
Location: Germaneeee
Contact:

Making a Polygon two sided

Post 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?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Making a Polygon two sided

Post 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.
User avatar
Locutus
1st Lieutenant
1st Lieutenant
Posts: 420
Joined: Fri Jun 04, 2010 10:08 am
Projects :: Stargate Battlefront Pegasus
Location: Germany
Contact:

Re: Making a Polygon two sided

Post by Locutus »

Alternatively you could copy the leave planes and flip their normals.
noMatt
2nd Lieutenant
2nd Lieutenant
Posts: 398
Joined: Sun Mar 10, 2013 12:30 pm
Projects :: The Map has no name so see alpha
Games I'm Playing :: Crysis Battlefront
xbox live or psn: No gamertag set
Location: Germaneeee
Contact:

Re: Making a Polygon two sided

Post by noMatt »

but that would double the polycount and i cant do that because its already 3000 tris
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Making a Polygon two sided

Post 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).
noMatt
2nd Lieutenant
2nd Lieutenant
Posts: 398
Joined: Sun Mar 10, 2013 12:30 pm
Projects :: The Map has no name so see alpha
Games I'm Playing :: Crysis Battlefront
xbox live or psn: No gamertag set
Location: Germaneeee
Contact:

Re: Making a Polygon two sided

Post by noMatt »

I dont want to overdo it but it takes more munge time and thats reason enough to leave the poly count low :D
Post Reply