• Material Bug
    15 replies, posted
I've been having this problem with all of the new skins or textures I put in gmod. The textures turns a glossy white colour, then sort of appears when you get closer. Does anyone know how to get rid of it? I know it's not the vtf or vmt. Any ideas to get rid of it would be helpfull. Pictures: [img]http://img707.imageshack.us/img707/1478/bug1a.jpg[/img] [img]http://img22.imageshack.us/img22/2675/bug2bf.jpg[/img]
Looks like all of the level of detail models for it has the face colored white or something.
[QUOTE=ssa gib A;19600690]Looks like all of the level of detail models for it has the face colored white or something.[/QUOTE] I don't know, but it's also happening on my w_weapon model.
Did you save your textures with mipmaps?
[QUOTE=ShoTGuNGuY49;19601856]Did you save your textures with mipmaps?[/QUOTE] No.
[QUOTE=Battlepope98;19617627]No.[/QUOTE] Odd, that usually does it. I've never really had this issue before, sorry I can't help :frown:
... How odd... Far away it's mattwhite... Close up it's... Show us your vmt? So I can help/repeat this in lab conditions for myself.
[QUOTE=spartan117ak;19632419]... How odd... Far away it's mattwhite... Close up it's... Show us your vmt? So I can help/repeat this in lab conditions for myself.[/QUOTE] Ok. "VertexLitGeneric" { // Original shader: VertexLitTexture "$basetexture" "models/conscript/soldierface2" }
[QUOTE=Battlepope98;19634267] // Original shader: VertexLitTexture[/QUOTE] ewwww (that doesn't cause the error, i just hate seeing vmts with that in there)
This is making me sad, is there any refreshing or something I can do to reset gmod or sdk?
Lucky for you, I probably know what's wrong. Check the Alpha maps on your textures. If it's all white, then take your regular map and copy and paste it onto the alpha - you'll get proper shading then. (Had this issue a while ago, seems the alpha controls how reflective-ey the thing is, so when you have the alpha map(Alpha channel) all white, it goes white like that when you're farther away.) Adjust the contrast/darkening to your liking, but make sure the alpha's not whited out.
[QUOTE=ll7;19640389]Lucky for you, I probably know what's wrong. Check the Alpha maps on your textures. If it's all white, then take your regular map and copy and paste it onto the alpha - you'll get proper shading then. (Had this issue a while ago, seems the alpha controls how reflective-ey the thing is, so when you have the alpha map(Alpha channel) all white, it goes white like that when you're farther away.) Adjust the contrast/darkening to your liking, but make sure the alpha's not whited out.[/QUOTE] This may sound dumb, but I'm not sure what the alpha maps are. All I have is regular maps and normal maps, then vmts. And for my world weapon model it only has regular maps. Maby if I add a alpha map?
No, your alpha should be under the "channels" part, if you're in photoshop. The other channels will be Red, Green, and blue. The alpha map of your regular texture is what you're looking for, if I recall. My model had the issue with the normal map's alpha, but I was using "$normalmapalphaenvmap" in the VMT to tell it to do what your regular map is doing right now. Basically, right now your regular map's alpha map/channel is telling the game that the brightness/reflectiveness of the character's face should be amped up to a ridiculous amount, enough so that it makes it so bright it whites out when you approach it. As an example, before and after of my model: Before(Close enough to see the fade to white in progress, I never took pics of it far away.): [img]http://img686.imageshack.us/img686/8791/watl.jpg[/img] After: [img]http://img94.imageshack.us/img94/5899/magnumf.jpg[/img]
[QUOTE=ll7;19652702]No, your alpha should be under the "channels" part, if you're in photoshop. The other channels will be Red, Green, and blue. The alpha map of your regular texture is what you're looking for, if I recall. My model had the issue with the normal map's alpha, but I was using "$normalmapalphaenvmap" in the VMT to tell it to do what your regular map is doing right now. Basically, right now your regular map's alpha map/channel is telling the game that the brightness/reflectiveness of the character's face should be amped up to a ridiculous amount, enough so that it makes it so bright it whites out when you approach it. [/QUOTE] How would I fix this? I tryed copy and paste but it didn't work for me. I'm Using GIMP and VTFedit. So would I just put something in my texture or in the vmt?
No, you need to go to your primary diffuse texture and look in the RGB channels, the Alpha Map is the "fourth" channel of it. I haven't used GIMP before, but I would assume that you can edit/view the color channels in it. If not, go get the Photoshop Trial and install the VTF Plugin; then you can open your VTF file in the materials folder and edit the alpha without screwing around with gimp and VTFedit. The other solution would be to make sure your diffuse map(AKA regular map) has no alpha when you save the VTF, however if you opt to do that you will lose the opportunity to utilize other features for your model like Phong and transparency, which require the alpha to work.
[QUOTE=ll7;19666891]No, you need to go to your primary diffuse texture and look in the RGB channels, the Alpha Map is the "fourth" channel of it. I haven't used GIMP before, but I would assume that you can edit/view the color channels in it. [/QUOTE] Yes you can view them in GIMP.
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