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Question by stainless7221 · Sep 13, 2013 at 01:20 PM · renderinglightcubefadeblending

Walls are blending over each other

Hi, i can't really find the words for my problem, since english is not my first language. But you can see my Problem very well on this screenshot: http://i.imgur.com/Z4W5XlY.png

I have cubes as walls, all with the same height. They are alligned to form an obstacle and when they are in game view, you can see that they are fading over each other, which makes ugly brigther spots (red circles).

I am using an perspective camera and a spotlight. Is there something i can change on the shader to make this stop??

Thanks!

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Answer by vexe · Sep 13, 2013 at 01:26 PM

Just position them well, use snapping, check out the docs. And here's a tutorial. With vertex snapping, you won't have placement problems :)

alt text


vertex.png (45.3 kB)
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avatar image stainless7221 · Sep 13, 2013 at 01:56 PM 0
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I did everything with vertex snapping now, thanks for the tip! However, i now still have those small gaps between blocks... http://i.imgur.com/RAEDG0N.png

avatar image vexe · Sep 13, 2013 at 02:00 PM 0
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Are you making a 2D game? - Do you need to have depth in your game? If you don't, use an orthographic camera ins$$anonymous$$d, it could eli$$anonymous$$ate your problem.

avatar image stainless7221 · Sep 13, 2013 at 02:02 PM 0
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I wanted to make it 2.5D, thats why i am using a perspective camera, it was ortographic before, but it just looks so much better with a perspective one :/

avatar image vexe · Sep 13, 2013 at 02:04 PM 0
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I just remembered something, lower down your snap settings. Go to Edit | Snap Settings. Those are the Unit snapping settings, lowering them should make placement more accurate when you use unit snapping, try it... Btw it's strange that you got that result using vertex snapping...

avatar image stainless7221 · Sep 13, 2013 at 02:13 PM 0
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Yeah i already changed that after watching the tutorial, but as far as i understand, that doesn't affect vertex snapping?

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Answer by YoungDeveloper · Sep 13, 2013 at 01:27 PM

It is because the polygons overlap each other. Change little wall height to lets say 5.03, higher or smaller, or place boxes so there is a tiny gap. Otherwise, if can do the previous ones i mentioned, model the walls in 3d max or blender and then import it as one mesh.

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