Cleaner, have a look at this: testmodel.zip
Sure, this does require quite some time to adjust the skin right, but it for sure is way cheaper on polys and there won't be z-fighting. Though, it looks a little weird on MS3D and I haven't tested it ingame.
Would be nice if somebody will post an ingame-screeny, if he does test the thing. Thanks in advance!
- edit -
One more thing to be added to the technique used on my example model above. It most likely won't work well with advanced light/shadow-systems as it's not a "homogenous" mesh, but two seperate meshes stuck one inanother. Thanks to cube engine's rather simple lighting system it won't be a problem at all. Either enable or disable vertexlighting on the md.cfg, depending on the size of the model and it should be just fine.
By the way, I guess the problem with your "multilayer" technique isn't the z-fighting, but the need to render that texture 96 times in that spot. At least that makes more sense then the z-fighting theory. Maybe it's the both of those.
Sure, this does require quite some time to adjust the skin right, but it for sure is way cheaper on polys and there won't be z-fighting. Though, it looks a little weird on MS3D and I haven't tested it ingame.
Would be nice if somebody will post an ingame-screeny, if he does test the thing. Thanks in advance!
- edit -
One more thing to be added to the technique used on my example model above. It most likely won't work well with advanced light/shadow-systems as it's not a "homogenous" mesh, but two seperate meshes stuck one inanother. Thanks to cube engine's rather simple lighting system it won't be a problem at all. Either enable or disable vertexlighting on the md.cfg, depending on the size of the model and it should be just fine.
By the way, I guess the problem with your "multilayer" technique isn't the z-fighting, but the need to render that texture 96 times in that spot. At least that makes more sense then the z-fighting theory. Maybe it's the both of those.