robert.briscoe Posted April 6, 2008 Report Share Posted April 6, 2008 Hey guys, I've beeen playing witht he ep2 engine recently and am trying to get alpha textures working. So far I added the following to the $light compile parameter Code: -final -staticproppolys -staticproplighting -textureshadows Seems to activate per vertex lighting and shadows etc but for some reason it does not like my alpha texture and just casts a shadow for the whole polygon instead! Anyone had this problem before or know where im going wrong? Link to comment Share on other sites More sharing options...
hessi Posted April 6, 2008 Report Share Posted April 6, 2008 you have been valved! :megaman: topic: this is as intended from valve. there is no raytrace shadowing going on through alpha textures. the compiler doesnt know about transparency and shit. maybe this tutorial will help: http://thomashess.net/exchange/tutorial ... hadows.pdf Link to comment Share on other sites More sharing options...
robert.briscoe Posted April 6, 2008 Author Report Share Posted April 6, 2008 Actually there is raytracing through alpha take a look at the image below. When I compile lighting with an episode 2 prop in there, VRAD displays the messege: Loaded alpha texture materials\models\props_foliage\arbre01.vtf and as you can see you get lovely alpha shadows. The problem Im having now is figuring out what the hell I have to do to get it working with my props/textures... Link to comment Share on other sites More sharing options...
dux Posted April 6, 2008 Report Share Posted April 6, 2008 Hessi down. Link to comment Share on other sites More sharing options...
robert.briscoe Posted April 6, 2008 Author Report Share Posted April 6, 2008 Woot! as I suspected i needed to add something to lights.rad: forcetextureshadow props_foliage/tree_dead01.mdl This forces VRAD to use alpha in shadow calculations. Success! Link to comment Share on other sites More sharing options...
Sentura Posted April 6, 2008 Report Share Posted April 6, 2008 props to you for figuring this out, someone sticky this thread. Link to comment Share on other sites More sharing options...
skdr Posted April 6, 2008 Report Share Posted April 6, 2008 Good work. That looks very cool but looks like it's going to hurt compile times Link to comment Share on other sites More sharing options...
Minos Posted April 7, 2008 Report Share Posted April 7, 2008 What lightmap scale are you using? Looks pretty detailed for the standard one. Link to comment Share on other sites More sharing options...
Defrag Posted April 10, 2008 Report Share Posted April 10, 2008 cool Link to comment Share on other sites More sharing options...
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