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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS

  • zaphod
  • November 6, 2004 at 1:54 AM
  • zaphod
    • November 8, 2004 at 6:25 AM
    • #61
    Quote from InsaneSingingBlender

    is it possible to make mirrors in source?

    not as of now. I'm sure someone will code in support at some point.

  • Mazy
    • November 8, 2004 at 8:51 AM
    • #62
    Quote from Zaphod

    not as of now. I'm sure someone will code in support at some point.

    Really? I would've thought that there was something like that already in there, considering that they got all that reflective water n shit

    Anyway, think I'll wait with my fiddling until HL2 is released~

  • ginsengavenger
    • November 8, 2004 at 9:07 AM
    • #63

    can VMTs carry over a TGA's RLE?

  • DelaZ
    • November 8, 2004 at 12:04 PM
    • #64
    Quote from Zaphod

    add "$translucent" "1"if you want it to be one bit transparency, also add

    "$alphatest" "1"

    also, that transparency channel has to be in the alpha channel of the regular texture if it isn't already.

    Thanks man.. but now the whole tank is translucent

    [Blocked Image: http://users.pandora.be/desert/delaz/t72_trans.jpg]

  • insta
    • November 8, 2004 at 1:46 PM
    • #65

    Even better!

  • Tequila
    • November 8, 2004 at 5:27 PM
    • #66

    Ghost tanks!

  • st0lve
    • November 8, 2004 at 5:30 PM
    • #67

    How do I blend textures?

  • zaphod
    • November 8, 2004 at 5:44 PM
    • #68

    you can only blend textures on terrain, use the paint data button instead of the paint geometry button

    VMT's are only text files so they carry over nothing, I assume you mean vtf's. I don't know what a RLE is so I dunno.

    your tank is freaking out becase every face on your tank has a transparent texture on it and it dosen't know how to sort it all. Make another vmt without transparency like tank_solid.vmt You will still only have one .vtf, both vmt files will refrence it, but only one will have transparency on. Apply the solid texture over your entire tank and then only apply the transparent textures where neccesary. You will need to also make a dummy tank_solid.tga file so you can apply it in max. Another option when you run into sorting problems is to turn on 1 bit transparency with "$alphatest". Also, make sure you don't have your transparency mask flipped, remember - white is solid, and black is transparent.

  • Schmung
    • November 8, 2004 at 6:11 PM
    • #69

    RLE = Run Length Encoding, 'tis form of compression.

    Painting the alpha data doesn't seem to work for me, I'm using a texture with blend in the name and flipping the alphas has an effect, but whatever values I use I can't blend properly. I've seen screenies and there are actual brushes available in the brushes dropdown, I've got noithng in there. Is that my problem?

  • DelaZ
    • November 8, 2004 at 6:12 PM
    • #70

    Hey sorry for all the trouble dude...

    Anyway thanks, I finally fixed it

    I just removed translucent from the vmt and replaced it by alphatest

    Quote

    "VertexLitGeneric"{

    "$model" "1"

    "$basetexture" "models/insurgency/t72_burn"

    "$surfaceprop" "metal"

    "$alphatest" "1"

    }

    Display More

    [Blocked Image: http://users.pandora.be/desert/delaz/ins_t72_2.jpg]

  • st0lve
    • November 8, 2004 at 6:24 PM
    • #71

    Nice tank dude.

    May I ask how you managed to import the model into VHE?

  • st0lve
    • November 8, 2004 at 7:00 PM
    • #72
    Quote from Zaphod

    you can only blend textures on terrain, use the paint data button instead of the paint geometry button

    where is the paint data button?

  • zaphod
    • November 8, 2004 at 7:28 PM
    • #73

    no the problem is that it's all in the same model. For things like trees, pretty much your only option is to use "$alphatest"

    the paint data button is right next to the paint geometry button

  • ginsengavenger
    • November 8, 2004 at 7:32 PM
    • #74
    Quote from Zaphod

    VMT's are only text files so they carry over nothing, I assume you mean vtf's.

    yesh that's right~

    I asked because that mask looks like an awful lot of wasted texture space... if it can be RLE'd then at least you aren't wasting too much bandwidth in release, sending it back and forth over the net. I don't know enough about video cards, and if they can handle that type of compression either, but if it were me I would probably have UV'd the alpha stuff onto a separate map so the mask could be small as well, and get some more texel density into the remaining majority of it. Though maybe that's a bad idea for other reasons [Blocked Image: http://www.forumplanet.com/iconcommon/counter-strikeforums/sets/smile/58_100_117_110_110_111_58.gif] ..enlightening thoughs, anyone?

  • zaphod
    • November 8, 2004 at 7:39 PM
    • #75

    since it's in the alpha mask, it's grayscale so it's probably only a fraction of the size of the normal RGB texture.

  • ginsengavenger
    • November 8, 2004 at 8:26 PM
    • #76

    right, it's a fourth channel, a third again larger than a plain RGB image... but still. what i wonder is if it's an issue because all that empty space can be compressed away or not? because this has effect on how i build my own maps.

  • mike-0
    • November 8, 2004 at 8:36 PM
    • #77

    gins!

    i have no idea what you're talking about. i only beta tested source for a week or so, and i havent bought it yet, so i dont understand the engine at all... texture blending? wtf?

    How are the official textures / models?

  • kleinluka
    • November 8, 2004 at 8:51 PM
    • #78
    Quote from mike-0

    gins!i have no idea what you're talking about. i only beta tested source for a week or so, and i havent bought it yet, so i dont understand the engine at all... texture blending? wtf?

    How are the official textures / models?

    texture blending means you can blend two textures together, to create a transition, ie between gravel and grass. I don't particularly like the way of doing it that way cause you get those ultra smooth transitions like in farcry which looks unnatural :/

  • Milpool
    • November 8, 2004 at 9:36 PM
    • #79

    Hi, I have a few newbie questions.

    I played around with WorldCraft a bit back in HL1, but this is my first serious attempt at mapping with Hammer in source.

    Okay first, I'm having issues with my skybox, I followed the VERC tutorial on 3D skyboxes, which i found a little confusing, but eventually figured out what to do. So I have my 1/16th scale box, sans reference models, with the sky_camera in it. I made a hollow brush with the skybox texture around my map. I apply one of the skybox textures to the 1/16th model, which turns the whole box a solid colour, which can now be seen from anywhere on the map. In game the sky is just that one solid colour.

    Second, are the barrels, etc, in source prefabs? If so, is there anywhere I can get these? Since with my own barrels when I try to apply the source barrel textures, they just turn solid black.

    EDIT:

    Third, when I try to make shattering windows with func_breakable_surface or really anything with breakable_surface it doesn't show up in game, whatever i had tied to that entity does not show up. Also with the prop_physics entity, when I place world objects in my map, they do not show up in game.

    Thanks, I know I have more questions I just can't think of them now.

  • this is the clown
    • November 8, 2004 at 9:47 PM
    • #80

    Milpool: the barrels are models (prop_static - world model)

    ------

    has anyone come across the problem that ingame their textures show up scaled really small and some sides of the brush are purple and black checked ingame but in the editor show up the correct size (512x512 texture scalled at .25)

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