• $translucent breaking normals
    5 replies, posted
I encountered some problems when using translucent textures in Source. I need to have somekind of glass transparency in my model, but when i use "$translucent" "1" some weird things happen. Here is vmt [CODE]"VertexLitGeneric" { "$basetexture" "vault_doors/textures/vault_doors_mount" "$normalmap" "vault_doors/textures/vault_doors_mount_NRM" "$normalmapalphaenvmapmask" "1" "$translucent" "1" "$envmap" "env_cubemap" "$phong" "1" }[/CODE] And here is what happens: 1) Grey part should be transparent [IMG]http://i.imgur.com/j6gpt9D.png[/IMG] 2) and with "$translucent" "1" [IMG]http://i.imgur.com/ITuK8mP.png[/IMG] I have made several glass/transparent textures in my life but i see this "bug" for the first time. Do anyone know why this happens?
You could try the following: 1. Change "$translucent" to "$alpha" 2. Change "$translucent" to "$alphatest" 3. Change "VertexLitGeneric" to "UnlitGeneric" You could also try doing a combination of options 1 & 3, or 2 & 3.
Break off the windows into a separate material and export it with a material for the body and one for the glass. Source is not going to play ball with you on this one, trust me.
[QUOTE]You could try the following: 1.. 2.. 3..[/QUOTE] None of this worked. [QUOTE]Break off the windows into a separate material[/QUOTE] Can i use different materials for one model?
[QUOTE=cRUSHpl;48095873]Can i use different materials for one model?[/QUOTE] Absolutely. You can have up to 32 (not that that's recommended - but it is possible). Not sure about the process for your modeling package, but the documentation for your exporter should explain how to do it.
I'm using Wallworm, so i will check it out how to do it. Thanks a lot.
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