DTS Billboards - Broken?

Materials, textures, lighting, postfx
6 posts Page 1 of 1
Happenstance
Posts: 54
Joined: Sat Apr 11, 2015 9:08 pm
by Happenstance » Sun Jul 01, 2018 1:29 am
I'm trying to create a dust field using a bunch of textured planes that I want to orient to face the camera. I'm exporting the mesh from Blender and adding the BB:: prefix to the name so the DAE importer automatically sets it to billboard. In game, the mesh is invisible unless I disable billboarding (or enable Z-axis billboarding which works but isn't the effect I want). If I go into wireframe mode I can see a thin line where the mesh should be, almost like the code is turning the mesh on its side and I'm looking at it from one of the edges.

I've tried everything I can think of - changing the 'up' axis on import, flipping normals, rotating the mesh before export... nothing seems to make a difference.

Anyone have any experience setting up DTS billboards?
Happenstance
Posts: 54
Joined: Sat Apr 11, 2015 9:08 pm
by Happenstance » Sun Jul 01, 2018 1:42 am
Apparently using a plane (even double sided) is bad voodoo for billboards. Tried with a simple cube and things are working nicely.

Edit: I see what's happening now. I rotated the plane in Blender but forgot to apply rotation before exporting so I actually was looking at it edge-on in game. The cube worked because it has depth so every angle was visible. Derp!

@
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Duion
- And thanks, I'd forgotten about being able to change billboarding in the shape editor. Made finding the problem easier.
Last edited by Happenstance on Sun Jul 01, 2018 3:04 am, edited 1 time in total.
Duion
Posts: 1120
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun Jul 01, 2018 2:12 am
Can you show your exact node setup? Billboards can be automatically generated for any shape in the engine in the shape editor.
Steve_Yorkshire
Posts: 296
Joined: Tue Feb 03, 2015 10:30 pm
 
by Steve_Yorkshire » Wed Jul 04, 2018 6:15 pm
Are you sure that your single plane was pointing the correct way? Needs to face along Y-axis, if it's facing another direction it will render from Y-axis so you won't see it (hence why a cube that faces all directions will always render the Y-axis face)
Happenstance
Posts: 54
Joined: Sat Apr 11, 2015 9:08 pm
by Happenstance » Thu Jul 05, 2018 1:34 am
Yep, that was it Steve. I'd rotated it correctly but hadn't applied the rotation before exporting so I was literally looking at the thing edge-on in the game.
Duion
Posts: 1120
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Jul 05, 2018 1:36 am
You can also use double sided materials, then the people on the other side also can see the billboard.
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