beach thicket graphic problem

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Granamir
Posts: 202
Joined: Wed Jan 07, 2015 7:19 pm

beach thicket graphic problem

Post by Granamir »

Hi
i don't see any bug report section so i post here.
I was using beach_thicket_broken to make my forest ground more interesting and i noticed a rendering/shadow (or maybe modelling) problem. Shadows of little branches are in wrong position (up, along z axis...or positionY), not lieing on ground.
Then i noticed same problem with beach_thicket_damaged. Maybe same problem on beach_thicket but there are too many branches to notice it.
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Mal85
Posts: 103
Joined: Fri Nov 16, 2012 10:56 am

Re: beach thicket graphic problem

Post by Mal85 »

Does seem odd after you mentioned it I looked a them in my map. Seems like they are not being lit or something. Noticed it before but it was such a small thing I barely paid it any heed. Now I'll never not notice it... :p
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: beach thicket graphic problem

Post by minmay »

Those aren't the shadows, rather, there are some triangles on the model with normals that make them much darker than the other branches.
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Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: beach thicket graphic problem

Post by Phitt »

Pretty sure this effect is caused by 'doubleSided = true' in the material settings of the branch material. The branches are only a few triangles with a transparent texture on them. To make them show up on both sides you can either make the model with two sides, or, to save triangles, use a texture (material) with 'doubleSided = true'. The downside of this is that lighting is only calculated for the 'real' side (the one made of triangles), the other side will look like a copy of that side. That's why one side of the branches looks either much darker or brighter than it should look - because it uses the lighting of the other side.

Usually you only use double sided textures if it's hard to see the 'wrong' side anyway or if it's only a very minor detail people usually don't examine closely. And in the end no one noticed this until Granamir had a closer look at it, so I guess it wasn't the worst decision AH made.
Granamir
Posts: 202
Joined: Wed Jan 07, 2015 7:19 pm

Re: beach thicket graphic problem

Post by Granamir »

^^ yea it toke me too some day placing thickets around to notice it...btw now i noticed and is first thing i look now, even if i don't want
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Mal85
Posts: 103
Joined: Fri Nov 16, 2012 10:56 am

Re: beach thicket graphic problem

Post by Mal85 »

Hmmm, must remedy this eventually.
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