The edge problem with the tree is happening because you have tiling disabled on the diffuse and alpha textures. Anything beyond the 0-1 UV range becomes white by default.
This can be fixed by:
■ Re-enabling tiling on the model, in bitmap parameters
■ Preventing the texture from being used past the 0-1uv range in bitmap parameters (eg. set tiling to 0.99)
■ Set the wrap mode for the textures from within Vizard (see <multimedia:image>.wrap in the help docs)
By the way, if the texture used for the brick wall does not have an alpha channel, upload a copy of the wall and its texture and I'll take a look.
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