May 10, 2010
at 6:00 am /
#23731
Hi,
My guess is there is an issue with the alpha sorting.
However, before trying to fix that, my advise is to redo the shaders. BlendATex(Diff) is a crappy shader, I really wouldn’t use it at all, except for the actual glass itself.
For the exterior part, I would use at least TrainBasicObjectDiffuse.fx, but preferrably Train(Bump)SpecEnvMask.fx. Nothing beats a bump map on a long, smooth side of a car.
[Edit:] – The TrainBasicObjectDiffuse.fx shader allows Transparency. So, if you want to use the alpha cutout method (easier and more flexible repainting, for example), this shader would be a better way for the exterior and interior sides of the cars.[]
The window holes I would create as cutouts in the exterior part. You could do that by using the boolean operations, or (my choice), run the ‘inset’ operation on the exterior face, then select the inset face and devide it vertically until you get to the number of windows (and spaces between!) you need. To get rounded edges, you can use the chamfer tool or (better) add a 3d window frame.
When the exterior hull is done, clone it, rename it to interior, shrink it slightly in x-direction, and place it inside the exterior hull. You must invert the faces, which you can also do by first double siding it, then deleting all outside faces. For this interior hull you can use the Tex shader, so it will be always lit. Between the two ‘hulls’ you can now add a window object, a single double sided face on each side will suffice, and apply the BlendATexDiff with Translucency to it.
With this method, you will have some more work, but the end result will be worth it.
I hope that makes some sense.
Cheers!
Michael