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[HELP]CS:GO Displacement is rendering infront of transparent trees

  • besprutad
  • November 17, 2015 at 7:07 PM
  • besprutad
    • November 17, 2015 at 7:07 PM
    • #1

    Hello! Im working on a map and I have run into a problem. My skybox is glitching a bit. When I put transparent textures, such as trees, in front of displacement mountains the mountains get rendered first and i looks weird. I'm posting some images to show you what I mean.1) http://postimg.org/image/tty2vw9e1/ - Ingame CS:GO2) http://postimg.org/image/70idjg4wh/ - Ingame CS:GO3) http://postimg.org/image/l5fj27j49/ - Inside hammer / Normal vs displacement4) http://postimg.org/image/xwlw29dat/ - Inside hammer / overviewThanks

    __________

    Fixed: The clouds collided into the ground and glitched.

  • Harry Godden
    • November 17, 2015 at 8:10 PM
    • #2

    Hey, I believe the issue causing this error is the fog dome that intersects with the trees, I am assuming the tree layers are using the $translucent tag in the VMT, which can create some artifacts when intersecting other / same materials with the same $translucent tag. Here is an graphic from valves docs, illustrating the problems that can happen with it:

    [Blocked Image: https://developer.valvesoftware.com/w/images/3/3a/Translucent2p.png]

    To me, it doesn't look like the displacement mountains are being drawn over the trees, just the skydome model being buggy with the translucency in the trees.

    Just try and remove that fog skydome model thing, and test again.

  • Klems
    • November 18, 2015 at 5:24 PM
    • #3

    I had so much troubles with this on the 3D sky of de_bourg, ffs

    My skydome was a model at first but it showed through the trees. So I changed the skydome for a displacement dome and it fixed some issues. The trees (func_brush) worked fine but the high voltage line (displacement) didn't. So I switched the high voltage displacement with a bunch of func_brush hacked together and it works fine now.

    Use alphatest when you can ($alphatest 1, $translucent 0, don't forget $allowalphatocoverage 1). Alphatested textures have absolutely ZERO problems of Z-ordering and it WILL fix everything. However I wouldn't use alphatest on a tree textures like that, you use it when you need a well defined silhouette (esp behind your fog). Don't use translucent textures on displacement unless you're sure there isn't any alpha textures in front of/behind it. If you have translucent textures on a brush, transform your brush into a func_brush. Changing the origin, the number of func_brush or the brush tied to the entity MIGHT change the rendering order. It's probably best to use a brush cylinder rather than a displacement.

    There isn't any real "solution", the best way would be to convert the 3D skybox into a model and tweak the rendering order inside the model itself. You can't do that in hammer. All you can do is change stuff around until it fix itself, sorry.

  • besprutad
    • November 18, 2015 at 6:47 PM
    • #4

    Problem already solved but thanks anyway. I experimented for an hour and found out that the clouds were causing the problem, just like you say.

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