In case of a pilar, chair, table etc, what I do for static objects when they would eventually conflict, is insert into the floor geometry (the tree object) the faces of the leg (of table, chair) sharing same plane. The items have then removed faces beneath. So once you add them the vertices are 100% fit. Zero conflict.
Fabrice On Feb 8, 2011, at 2:37 PM, le_unam wrote: > hmm i understand what you want to tell, but i would prefer if you tell > me how i can avoid those z-sorting issues, because i cant integrate > objects like a chair for example into the tree, you know? take the > chair as example ... why does a chair model has these z-sorting > issues, when i just build it by using only primitve cubes? is there > any example where is a room with some objects within, created with > prefab and bsp? build me one and show me that i can have hope to get > it work ... i go mad ^^ > this is a main thing of every project created with prefab ... so why > cant anybody help me? i dont understand this. of course i recognize > the time you all spend for me, but where is the problem? do i explain > my problem so obscure that nobody really know where the problem is? i > cant accept that my models should be the problem because i tried > everything ... i build a part of my model just with primitives in > prefab with straight values and it had the same issue ... = ( > i`m not able to pay hundreds of dollars for your help but i will give > a moderate compensation ... as wirtten above, if you could fix me ^^ > > On 8 Feb., 14:10, John Brookes <[email protected]> wrote: >> If you add some objects to the prefab generated bsp _tree that have z >> sorting issues between themselves, then you will get those same z sorting >> issues between the objects in your BSP. what you wont get is issues between >> the _tree itself and the objects. >> >> But if those same objects were already in the bsp when you create one in >> prefab then you wont get those z sort issues.
