• Odd shadowing on 3D2D texture
    5 replies, posted
I've been working on a script that essentially places billboard images of my choosing over the billboards of Evocity V2d. After spending some time getting the coordinates and tweeking the coordinates yesterday, I finally put up a picture with surface.DrawTexturedRect inside of a cam.3D2D. When I got the picture finally rendered, I noticed it had a wierd almost like shadowy thing covering it as I moved around. I converted the picture from a .png to a .vtf and .vmt using VTFEdit with the default settings. It doesn't return any errors at all, any idea whats wrong? [b] My Code [/b] [LUA] function GM:PostDrawOpaqueRenderables(drawingDepth, drawingSkybox) if (!drawingSkybox) then cam.Start3D(EyePos(), EyeAngles()) -- One local position = Vector(-7847.8687, -7728.4404, 930.2415) local angles = Angle(0, 90, 90) local scale = 0.4375 tex = surface.GetTextureID("billboards/Billboard1") cam.Start3D2D(position, angles, scale); surface.SetTexture(tex) surface.SetDrawColor(255,255,255,255) surface.DrawTexturedRect(0, 0, 512, 256) cam.End3D2D(); end end [/LUA] [b] Pictures of the phenomenon [/b] Don't know how to do the image thumb and that other image BB format, could someone post the codes for that? [IMG]http://oi56.tinypic.com/33y194z.jpg[/IMG] [IMG]http://oi55.tinypic.com/2nir2bc.jpg[/IMG]
Why are you layering a cam.Start3D2D() inside a cam.Start3D()? And you never end your cam.Start3D() either.
Post the content's of your billboard's VMT please. I think the shader needs to be changed.
[CODE] "LightmappedGeneric" { "$basetexture" "billboards/Billboard1" "$translucent" 1 } [/CODE] Contents of the .vmt file. And yeah, I only pasted part of the code, and the cam.End3d() was omitted. I layered the cam.Start3D2D because I'm currently drawing multiple billboards(eleven in all) inside of one cam.Start3d().
Try this for a .vmt "UnlitGeneric" { "$basetexture" "billboards/Billboard1" "$nolod" 1 "$vertexalpha" 1 "$vertexcolor" 1 }
Worked, thanks man.
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