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#1 |
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Guest
Posts: n/a
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Controlling Rendering Order for Terrain and Emitters
Hi all,
I just added in some DecoLayers on the terrain, and while the effect is neat, the rendering job kind of sucks. The UT2003 rendering engine should render all objects in a back-to-front order, just like making a painting. Yet, emitters and decolayers seem to be rendered on top of everything else, making some nasty results (see screenie). Is there a workaround for this? Last edited by jperson; 12-26-2002 at 08:06 PM. |
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#3 |
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Guest
Posts: n/a
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All of the trees are one-piece static meshes. Upon closer inspection of the rendering, the trunks of the trees block the foliage just fine, but the tree's leaves do not (can be seen in the screen shot above). I looked at the settings for both the leaves and the trunk and they appear to match exactly. It's almost like the engine gets confused about the depth-order for the leaves?
I should have mentioned, the map is "DM-NebulousStone." It was "officially" released, but with these problems, I'm tempted to recall the map for further work. Open it up in the editor and perhaps you can find something I can't? This is my first map; maybe I futzed up some settings. Last edited by jperson; 12-26-2002 at 11:19 PM. |
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#4 |
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Exploiting the stupid
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yeah i had the same issues with a map i was fiddling with... had the decolayer of grass on the terrain show through static mesh trees... never found out why...
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#5 |
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Guest
Posts: n/a
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What do you think... should I leave the map alone or remove this detail? Recommend players turn off the "Foliage" option if they don't like it?
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