I've made a tree model, only problem is that the opacity appears in game, but the map light compiler seems to think differently.
[img_thumb]http://img529.imageshack.us/img529/5622/1024office0000.jpg[/img_thumb]
Is what I'm getting.
How would I go about achieving this effect with my model?
[img_thumb]http://img21.imageshack.us/img21/9738/1024office0001.jpg[/img_thumb]
If anybody could write me a guide to it would be nice since I'm fairly new to modeling.
Have you compared the .vmt of the texture of that episode 2 tree to yours?
Yes.
Mines not uvmapped though. 2 separate textures. leafs are;
[code]"VertexlitGeneric"
{
"$basetexture" "models/props_foliage/leaf01"
"$alphatest" "1"
"$nocull" "1"
"$model" "1"
}[/code]
And having $model at 0 doesn't seem to help either.
~ZOMG I know you know that I know how to make .VMTs :v:
It's actually more directed at the mapping forum, but this gives the answer
YOu need to modify the rad file
[url]http://www.interlopers.net/tutorials/27738[/url]
Incredibly hood find, thankyou Wraithcat.
[QUOTE=wraithcat;23937439]It's actually more directed at the mapping forum, but this gives the answer
YOu need to modify the rad file
[url]http://www.interlopers.net/tutorials/27738[/url][/QUOTE]
Did it already.
Trust me I know how to map and what needs to be done with it, though I think this is a model error, rather a mapping one because it does the same thing in max.
VertexLitGeneric is for models only, so the models flag is not necessary.
And have you tried $translucent instead of $alphatest?
Yes.
DOES YOUR TEXTU-
does your texture have a 2-bit alpha channel? source doesn't support 8-bit.
(fucking capslock magically activating)
Not sure.
[editline]12:39PM[/editline]
[url]http://www.mediafire.com/?dqdyauxetkf0y97[/url]
Here is my texture.
Try $opaque or $mostlyopaque in your qc
i mean when you compile the .vtf using vtfedit you select one of the 2bit alpha compressions.
Compile with -TextureShadows, bro.
Done both.
[editline]05:23PM[/editline]
I'll try the 2 bit thing. Though valves models have the 8 bit alpha.
Have you tried doing a full compile on the map? I think quick compiles skip steps like texture-alpha raytracing.
I did. Look at the op I compiled the map myself with the pine tree.
Both pictures are in source.
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