• Transparency issues on propper models in CS:GO
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Ahead of time I apologize is this thread would be a better fit in mapping. I placed it in modelling because the issue only presents on models, not on brushes. So this is something thats been driving me crazy for the last few days as I get ready to release a map, but I cannot seem to come to a working solution. This issue only presents in CS:GO. With no changes to any VMT's it works as intended in CS:S, TF2 and Gmod however CS:GO simply refuses to accept it in any way. [img]https://dl.dropboxusercontent.com/u/7633313/glass.png[/img] My ramps models have 2 layers of glass with the same texture and then a neon color on the inner edges of the ramp "skeleton" (if that makes sense). In CS:S, $translucent 1 works as intended and gives me no issues (top picture). $alphatest / $alpha yields the same result in both CS:S and CS:GO, the part of the texture with alpha appears opaque (black). In CS:GO $translucent 1 makes the glass textures completely invisible. The alpha channel is baked into the VTF, was saved as 32 bit targa and converted to VTF with VTFedit. [img]https://dl.dropboxusercontent.com/u/7633313/alpha.png[/img] The VMT's - (working as intended in CS:S) Brush version [code] "UnlitGeneric" { "$basetexture" "grids/grid_red" "$surfaceprop" "Glass" "$translucent" 1 "$selfillum" 1 } [/code] Model version [code] "unlitgeneric" { $model 1 "$basetexture" "grids/grid_red" "$surfaceprop" "glass" "$translucent" 1 "$selfillum" 1 } [/code] The texture works as intended in CS:GO on brushes within the map, but not on models. Using brushes for this application is not an option. TL;DR - What is the difference between CS:GO and every other source game that could be causing this issue? If there is any additional information you require, please let me know and thank you for taking the time to read this. Have a nice day!
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