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Alphas Fighting in a Cage

Bartiloux Desmoulins
Think Kink? Think Bart!
Join date: 27 Sep 2005
Posts: 121
02-14-2007 17:19
I wish to build a low-prim cage... basically using textures with alpha channels for the walls and roof so that I don't have to waste prims on each and every bar of the cage. I have had experiences in the past, however, where two objects that both contain alpha channels, tend to "fight" when you look past one prim at the other. The effect is most bizarre, though midly entertaining.

I have seen cages in SL that use textures to save prim but have to clue how they got past the alpha fighting. Can someone fill me in on the secret?

Thank you!
Bartiloux
Sterling Whitcroft
Registered User
Join date: 2 Jul 2006
Posts: 678
02-14-2007 18:12
I think they only 'fight' if they are close to each other.
This is used by plants and trees to give the 3D effect...
A cage wall should be fine, unless it was close to a Building wall that also used alpha.

(perhaps the building wall's windows are done with an 'alpha' hole.)

I suppose you 'might' get some fighting where the two sides of a cage meet in a corner...but that should be minimal.
Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
02-15-2007 04:37
pick a face you cannot see, or don't need textured.. (like the top of a hollowed box) and set it to a solid, non-alpha texture. that should stop some of the conflicts.

Secondly, consider using a solid top and bottom.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
02-15-2007 04:45
another solution is not to use a hollowed prim, or eventually not texture the "inside" side of the cage, it should stop most conflict and enhance readability
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
02-15-2007 07:50
I think we already have a show all about "alphas fighting in a cage", don't we? It's called Celebrity Death Match.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
02-15-2007 08:23
Texturing the inside and the outside of a hollowed prim with alpha textures is worse than using the same textures on seperate prims. So using 6 prims for a cage (top, bottom, two sides, back and door) works better than any solution that uses fewer prims.

If you want a cage that is too short to walk into while standing up, you have to make the top a seperate phantom prim, even if it will be crawled into while on all fours. The collision box around an avatar pays no attention to your pose or to animations that may have you crawling, and treats you as if still standing. I learned that when I made a dog crate for a quad canine avatar.

If you have a small hollow object, like a lampshade that is a hollowed hemisphere prim, you'll get alpha-sort glitches betwen the sides of the object, if the inside and outside are both alpha textured. Use a non-alpha texture on the inside.
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