Create a new object mesh.package from an existing mesh
Aug 19, 2015 15:49:17 GMT -5
Lanti likes this
Post by orangemittens on Aug 19, 2015 15:49:17 GMT -5
Hi marisita, I looked at your specular and it is definitely what is causing the shininess. I used a plain black alpha with opacity set to two and in the game the shininess is gone:
Here it is indoors:
There were these odd lit up parts and the texture is not the same bright green that shows in Studio...instead it's all shadowed and dark. When I zoomed in and out I saw flickering in the leaves as if two planes were too close together. So I took a look at the mesh also.
The mesh is constructed so that each bunch of leaves is on a plane and there is a second plane, presumably to be the underside for each. However, for some reason, these underside planes are almost all lying on top of the plane that is supposed to be the top plane. If you look at the mesh in Blender, turn backface culling on, and L select a leaf plane you will see what I mean. The L select grabs the top plane. If you slide it out all you see is the edges from the top. If you look at the underneath view you will see the leaves. This plane should be lying below the other one that represents the top of the leaves but instead it's on top:
This seems to be causing the game trouble rendering the diffuse image on the mesh. I grabbed a bunch of them one by one and moved them a little in the z direction to lower them below the corresponding top plane. In the game you can see the ones I fixed...they are all taking on the bright green the diffuse image has instead of being all shadowed, dark, and flickering:
So I think to fix the problem you first have to fix the specular. I can send you the one I made if that will help you see the way it should be made for this kind of item. After that you will need to move all the underside leaf planes so they're lying below the topside leaf planes. Otherwise you will have these odd bright patches where there are a few leaves already constructed correctly sitting among all the others that are not.
Here it is indoors:
There were these odd lit up parts and the texture is not the same bright green that shows in Studio...instead it's all shadowed and dark. When I zoomed in and out I saw flickering in the leaves as if two planes were too close together. So I took a look at the mesh also.
The mesh is constructed so that each bunch of leaves is on a plane and there is a second plane, presumably to be the underside for each. However, for some reason, these underside planes are almost all lying on top of the plane that is supposed to be the top plane. If you look at the mesh in Blender, turn backface culling on, and L select a leaf plane you will see what I mean. The L select grabs the top plane. If you slide it out all you see is the edges from the top. If you look at the underneath view you will see the leaves. This plane should be lying below the other one that represents the top of the leaves but instead it's on top:
This seems to be causing the game trouble rendering the diffuse image on the mesh. I grabbed a bunch of them one by one and moved them a little in the z direction to lower them below the corresponding top plane. In the game you can see the ones I fixed...they are all taking on the bright green the diffuse image has instead of being all shadowed, dark, and flickering:
So I think to fix the problem you first have to fix the specular. I can send you the one I made if that will help you see the way it should be made for this kind of item. After that you will need to move all the underside leaf planes so they're lying below the topside leaf planes. Otherwise you will have these odd bright patches where there are a few leaves already constructed correctly sitting among all the others that are not.