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Posted

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 :D

Posted

put $alphatest 1 :D

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

Posted

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

Posted

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...

:oops:

haha :D did you ever look at the hl2 textures and materials for reference? :P

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