nature / vegetation vertex lit

hi guys,

trying to make this look better…
the features i need the shader of the arches to do are the same as the vegetation vertex lit shader
but when I use it, the alpha seems much too hard when objects (both using that shader) layer over each other’s in 3d.
For example look at this snapshot where the flag seems to be “cut” by the metal arches…
not sure if it’s too clear?

gon

23733--842--$nature_vegetation_vertexlit_152.jpg

for the arches I use now :

the Nature/Vegetation Vertex Lit
and added Cull Off

for the banners i use the Baked Vertex Lighting/Vertex Lit
and added Cull Off as well

Ok, but these things do actually intersect each other, right?

How do you want them to be displayed? Should they be opaque, or semi-transparent?

Note that semi-transparent things, especially where one objects intersect another, are hard. Take a look at most games: all games generally avoid doing semi-transparent things in general. Most objects are either opaque, cut-out alpha (grees, trees, fences) or special effects which always brighten things up and don’t have transparency sorting issues. If the game absolutely needs semi-transparent stuff then level designers go to great lenghts to make sure there are not too many semi-transparent things in one place, so that transparency problems are not visible.

hi Aras,

thx for the follow up :wink:
no the banners shouldn’t be transparent —
they do intersect with the metal arches which is made out of a simple square tube with a texture with cut-out alpha indeed.
have a look, i think it’s solved somehow…
http://www.logoparc.com/virtual/ (get the last version, with your screen res)
although the alpha cut-out arches still “disappear” when they are present to the camera with a glass building behind them. which is weird… but ok not the worst i would say.
I’d be glad to show you the code of all those materials if this “fixable”…
thx !!

gon