Double sided static mesh surfaces with alpha mapped texture

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Chernuk

FNG / Fresh Meat
Apr 29, 2006
161
0
0
I'm working with Maya 7 to make a static mesh which has a surface with an alpha maped texture to give some areas of the surface a transperancy. Once I import the mesh into UnrealEd, the surface is only visible from one side.

What do I have to do to make it visible from both sides?
 

WickedPenguin

FNG / Fresh Meat
Nov 21, 2005
669
8
0
Miami, FL
ut2004.wickedpenguin.com
It's a simple (but slightly hidden) procedure:

1) Open up the Texture browser in ROed and select the texture you're working on.
2) Open up the texture's properties (Right-click -> Properties)
3) Expand the "Surface" section of the properties
4) Set bTwoSided to "true"
 

Chernuk

FNG / Fresh Meat
Apr 29, 2006
161
0
0
Now I have another problem:
As I pan around the static mesh, some surfaces disapear and others pop into view. It looks horrible and I honestly don't remember this being a problem earlier. Ugh, my brain feels like it has ground to a halt.

Earlier versions of the SM don't have this problem. The new version has a slightly different poly geometry and a different texture. (I can't see any differences in the static mesh or texture settings).

I originally noticed this problem when using a dds format texture file with DTX1 compression (1bit alpha channel). Earlier versions used a 32bit compressed .tga file. If use a tga format for the new texture I still have this problem.

If apply the new texture to the old static meshes I can't recreat this problem. This would indicate the change to the polys is causing the problem but there really isn't a significant difference. I think there is something else causing the problem but I have no idea.
 
Last edited:

Slashbot_427

FNG / Fresh Meat
Dec 9, 2005
257
0
0
Sunny Brisbane Australia
Chernuk said:
Now I have another problem:
As I pan around the static mesh, some surfaces disapear and others pop into view. It looks horrible and I honestly don't remember this being a problem earlier. Ugh, my brain feels like it has ground to a halt.

Earlier versions of the SM don't have this problem. The new version has a slightly different poly geometry and a different texture. (I can't see any differences in the static mesh or texture settings).

I originally noticed this problem when using a dds format texture file with DTX1 compression (1bit alpha channel). Earlier versions used a 32bit compressed .tga file. If use a tga format for the new texture I still have this problem.

If apply the new texture to the old static meshes I can't recreat this problem. This would indicate the change to the polys is causing the problem but there really isn't a significant difference. I think there is something else causing the problem but I have no idea.

Did you alter the original static mesh your self, it may need to have the UV mapping redone. Or it could be that since the Alpha channel is 1bit (effectively on-off) it could be a blending issue in the video card. Have you seen it in-game rather than the editor.
 

Maj.Faux-Pas

FNG / Fresh Meat
Mar 1, 2006
363
16
0
Portland, OR
Just a few guesses that may or may not help:
  • Use a 'Shader' material and adjust the output blend.
  • Use a 'Final Blend' material and adjust overwrite method and ZWrite/ZTest.
  • Make sure there are no overlaying or duplicate triangles/polys.
Can you show us a screenie?