Ambiera ForumDiscussions, Help and Support. |
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I couldn't stand how my player could walk right through the characters who stand in single spots (well, I plan on making them walk around a path, but that's gonna take some trickery!) so I generated a cylinder and scaled it to fit the character's proportions, and then I went into the Irrlicht / IrrEdit properties for the cylinder and set the material type to "normalmap solid". This made it invisible! This does a great job for this purpose! |
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It sounds good but why didn't you just use 100% transparent png with 'Transparent (alpha channel)' mode? I'm not sure but normalmap setting could be heavier on fps than just transparency. Or maybe it's not, I'm not sure. |
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Oh jeez. Good idea :) LOL How I didn't think of that is beyond me... You're right. It very well may be less efficient than a simple alpha channel. |
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////////////////////// Not important Be careful with transparency in CC, my pillars in a level had 3 objects inside each other with semi-transparent textures, it looked great but it lowered my fps in WebGL by almost 20fps :( The number of pillars, however, was a bit high, there was about 10 pillars per room, and they were in line with one another (being room-supporting pillars :). So it was somewhat understandable considering that in some cases view had to be rendered through about 5-6 pillars (so 15-18 layers of semi-transparent objects). But even with just one semi-transparent object per pillar the framerate was affected. ////////////////////// Not important ...I just realized that your objects are going to be 100% transparent which makes them invisible (not-rendered) & my writing not-relevant in this case |
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I just found a bug with this option (solid normal map) : If the platform is WebGL, OpenGL, or Mac, it won't work at all. It shows the cylinder / collision meshes. |
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