B3D trees with smooth alpha leafs

Blitz3D Forums/Blitz3D Programming/B3D trees with smooth alpha leafs

I've recently purchased a tropical tree pack, online.
The pack contains about 7 different model formats.

I have some trouble when I open the palm tree ms3d file in MilkShape3D and save it again as a b3d model.

1) When I load the existing b3d model in my game, it looks
perfectly like this.
See the leafs a smooth.


2) But when I open the ms3d file in MilkShape3D and export the b3d model, the leafs of the tree looses it's smoothness, like this:


Anybody know why this happens?

Sorry guys..
The 2 pics needs to be swapped.

The bottom one is the smooth leafs.

Does MS3D export B3D with flags? Because you would need to be able to set the Textureflag for Alpha. I know that Ultimate Unwrap 3D is able to.

But you could use a little trick:

rename all your textures with alpha to something with a_ in front and then add the following code before loading any model:

TEXTUREFILTER "a_",2

(this should work)

this will add the texture alpha flag to all textures loading that have a_ at the beginning of their name

its look without mipmaping to me..

no, masked flag (4) instead of alpha flag (2) to me.

Without mipmapping is not possible, thats default flag if you don't change it (or set the VRAM Flag)

I'm not sure if masking would result in such a smooth leaf as it only knows of "there" and "not there" ...

JFK is correct. Here is an example showing some trees I have made.



The only difference is the following line.
leaves = LoadTexture ("leaves2_mask.png",1+4);mask version
leaves = LoadTexture ("leaves2_alpha.png",1+2);alpha version


note that the alpha version does not have correct z-depth,... this needs to be done in an extra step when using alpha blending.

Thanks for all the feedback guys.

Great stuff Pongo..
The following line works 100%:
leaves = LoadTexture ("leaves2_alpha.png",1+2);alpha version

The leafs of the exported b3d from MilkShape are now just as smooth.

Cheers

@Pongo:
How do you correct the z-depth problem when using alpha blending?

this is only a problem if the alpha stuff is part of the same mesh.
here's beakers z-sorting solution included:
http://www.blitzbasic.com/codearcs/codearcs.php?code=1273

do a search in the code archives,... here is one:

http://www.blitzbasic.com/codearcs/codearcs.php?code=850