So I've been doing some props for a recent project I'm working on with fellow mapper penE and just two days ago compiled this lovely plughole for Source-Engine (Ep1 Version):
[Blocked Image: http://www.abload.de/img/zwischenablage0244e.jpg]
So as you can see there's a little Problem with oppacity. The end of the model (the grey to black part) shines through all the other surfaces although they all share the same VTF/VMT and there's no code in the VMT that could tell the Model to behave anything like this. There's an Alphachannel on the whole thing to get that slime part at the end possible and for a fence which is in the plughole (which you can't see because of the oppacity error).
Any idea on what could be causing this?
(Just fyi: The Model is "part" of this texture (remake): [Blocked Image: http://xs323.xs.to/xs323/08021/out_wall6.jpg])
Found the solution after reading the (whole) Valve Dev Wiki second time:
Isntead of $translucent you have to place $alphatest into the VMT which is not as precise as the $translucent shading but therefore has less bugs with multiple alpha-overlays in one model.
[Blocked Image: http://www.abload.de/img/zwischenablage026s5.jpg]
(somehow the alpha reading is now back to 1 bit it seems but i'll find a fix for that hopefully)