JacK Posted May 29, 2006 Report Posted May 29, 2006 Houston we have a problem. I compiled the vmt as following but when I preview the model some weird rendering errors occur: http://insurgencymod.net/team/upload/Fi ... _error.jpg vmt: VertexLitGeneric { "$basetexture" "models\mino\avon_scaffolding_mino" "$translucent" "1" "$alpha" "1" } Should I put the alpha mapped green thing in a separate texture ? I don't know if you are aware of it, but there has been reportet a LOT of rendering errors with Source SDK lately. It could be a bug making it look wierd, and if that's the case, it ain't your fault.. Really cool model anyways Quote
General Vivi Posted May 29, 2006 Report Posted May 29, 2006 put $alphatest 1 unless thats what that alpha thing is . your normals might be flipped also . if in that case put $nocull 1 i should prob read other peoples post to see if they said this already but i don't have time to -vivi Quote
hessi Posted May 29, 2006 Report Posted May 29, 2006 n00bs! mino: get your green thing on an extra MATERIAL not a seperated texture. in the one material you activate translucency in the other one you keep any translucency or alphatesting command out of your vmt. maybe like Material_trans.vmt <- for transparency Material.vmt <- for 100% visible stuff you can use the same VTF in both material files Quote
General Vivi Posted May 29, 2006 Report Posted May 29, 2006 there is no way you can do that is there? i didn't know you could have 2 vmts for the same texture..... this is madness... Quote
Gaz Posted May 30, 2006 Report Posted May 30, 2006 ...Hessi you git, thats what I was saying Just in a more complicated harder to understand way... Quote
Meotwister Posted May 30, 2006 Report Posted May 30, 2006 I'm with vivi on that . . .wow craziness. Quote
Sa74n Posted May 30, 2006 Report Posted May 30, 2006 there is no way you can do that is there? i didn't know you could have 2 vmts for the same texture..... this is madness... haha did you ever look at the hl2 textures and materials for reference? Quote
Zacker Posted May 30, 2006 Report Posted May 30, 2006 It looks boring indeed:D You could start out with adding some smoothing groups. Quote
skdr Posted May 30, 2006 Report Posted May 30, 2006 Something I'm working on. Planet in the background isnt mine, just a placeholder to see what's going on. It will be replaced with my own assets. Quote
Grinwhrl Posted May 30, 2006 Report Posted May 30, 2006 That is looking very nice, I think I will copy you and do that with brushwork j/j Quote
KoKo5oVaR Posted May 30, 2006 Report Posted May 30, 2006 In the future people will have acess to mapcore in space ? looks like a cool modelisation skdr, it maybe need some more curves tho Quote
Acumen Posted June 1, 2006 Report Posted June 1, 2006 some models i'm doing for a hl2dm map for a friend of mine. first ones are pretty generous, second screen shows an asset for a torture chamber kinda room. forgot to check the polycount, but shouldn't be too heavy for source to handle old version: http://www.acumen-design.de/model_pics/ ... _shot1.gif updated version with se posed bipeds: Quote
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