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IN THIS THREAD I WILL ANSWER YOUR SOURCE QUESTIONS


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Posted

Hey Zaph...

I'm trying to get a model ingame. It worked perfectly so far but I can't get the transparent parts look transparent. I made an alpha channel in Photoshop.

Here is how my vmt file looks like :

"VertexLitGeneric"

{

"$model" "1"

"$basetexture" "models/insurgency/t72_burn"

"$surfaceprop" "metal"

}

How it looks in Hammer :

prob.jpg

Posted

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.

Posted

is it possible to make mirrors in source?

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~

Posted

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 :P

t72_trans.jpg

Posted

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.

Posted

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?

Posted

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

"VertexLitGeneric"

{

"$model" "1"

"$basetexture" "models/insurgency/t72_burn"

"$surfaceprop" "metal"

"$alphatest" "1"

}

ins_t72_2.jpg

Posted

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.

i had this problem too with trees. Where the engine couldnt sort out which polygones to render first. So if i'd make a separate vmt for every plane, it'll look right?


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