Texture bleed through in cfs1

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Texture bleed through in cfs1

Postby Padser » Tue Nov 04, 2003 8:16 am

~S~ all,

Just wondering if anyone has any experience of this issue.

When creating macros with EOD for cfs1 it seems impossible to avoid texture bleed through in complex structures (i.e., you see interior walls through exterior walls, objects on the other side of the building through the building, etc.) Anyone know of any way to manage this so it is at least reduced?

I've tried experimenting with the EOD 'Drawing Priority (ZBias)' but haven't been able to work out what it does.

Another issue - in mountainous scenery (created with cfsClass), the textures in objects placed at high points have a tendency to bleed through the underlying terrain scenery when approached from below, producing some rather odd effects until you reach the appropriate altitude.

I suspect there is no way round this as I have seen the effect in sceneries created by far more proficient designers than myself - just wondering if anyone had any advice.

Thanks in advance,

Pads
Padser
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