[QUOTE=plasmid;37987565]...
I didn't have a HD TV back when I played DR1.. but I didn't know how much detail they put into oddis, they even gave him some shell texturing on his jacket,beard,and hair, but source cant really take advantage of it with its alpha issue.
[img]https://dl.dropbox.com/u/11830984/pictures/garrys%20mod/oddis.PNG[/img][/QUOTE]
It might look like crap, but have you tried alpha testing? (Alpha to coverage would make the result a bit softer as well)
[QUOTE=TheDecryptor;37992721]It might look like crap, but have you tried alpha testing? (Alpha to coverage would make the result a bit softer as well)[/QUOTE]
Alpha test takes so much away from the alpha though, and with the layering it looks worse then the translucent opaque look.
Yeah, that's why I was thinking alpha to coverage could take care of the binary/aliased effect.
[QUOTE=TheDecryptor;37992887]Yeah, that's why I was thinking alpha to coverage could take care of the binary/aliased effect.[/QUOTE]
whats the code for it?
$allowalphatocoverage "1"
I think that's it, unfortunately this stuff is barely documented for some reason (every mention of it, claims it's actually something unrelated). And I don't have access to my PC with the TF2 files/GCF viewer on it so I can't check for myself.
Edit: There's also "$AlphaTestReference", which is a float between 0-1 that defines the transition point (0.5 would be the default)
[QUOTE=TheDecryptor;37993123]$allowalphatocoverage "1"
I think that's it, unfortunately this stuff is barely documented for some reason (every mention of it, claims it's actually something unrelated). And I don't have access to my PC with the TF2 files/GCF viewer on it so I can't check for myself.
Edit: There's also "$AlphaTestReference", which is a float between 0-1 that defines the transition point (0.5 would be the default)[/QUOTE]
both those and alpha test didnt work, I think the alpha is just to light to be rendered correctly with it, at least for this texture. and usually with shell texturing there are 4 layers, the base diffuse then the 3 alphas layered on top, each alpha layer has a slightly light texture as it goes up to create a illusion of depth. However some games like lost planet or DR1, use a DX10 shader that creates a scroller on the textures and auto creates layers between the 3 layers.
Anyway, maybe when I do the clown boss I will be able to test it more on his read hair which has a darker alpha.
For now I lightened up his alpha so it blends better and more visible.
[img_thumb]https://dl.dropbox.com/u/11830984/pictures/garrys%20mod/oddis.PNG[/img_thumb][img_thumb]https://dl.dropbox.com/u/11830984/pictures/garrys%20mod/oddis%202.PNG[/img_thumb]
Not bad, what about OST for [url=http://games.imhonet.ru/element/dead_rising_2_off_the_record/]Dead Rising 2[/url]?
[QUOTE=CanadianFox;38712286]Not bad, what about OST for [url=http://games.imhonet.ru/element/dead_rising_2_off_the_record/]Dead Rising 2[/url]?[/QUOTE]
Right... in the thread thats labeled DR1 ragdolls? go to sleep.
And since this thread has been bumped I'll also say about ottis, he will be the last one I port
Im tired of porting from games, im focusing on releasing things I model from scratch from now on. But I will release the dead rising 1 model resource so others can pick up where I left off here.
-Snip-
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