prop_static/model z-order drawing problems

Shinobi

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Hey I'm trying to compile a model with an opacity map on it, but when I get it in game, it renders all out of order, parts in the back show up on the front etc...


this happens on all the models I compile with opacity channells


here's my vmt


"VertexLitGeneric"
{
"$baseTexture" "models\//BayLeafTree001"
"$translucent" 1
}
 
Shinobi a way around this is to make your opacity map seperate.. say a car windscreen, or a branch of leaves... make a seperate map for your opacity, apply that as the second ID material on that part of your model. and compile (as many as you need) smaller textures for your models opaque parts and solid parts all assigned to different ID faces, and this stops the problem.
 
Clarky is right - there's all kinds of issues with $translucent
 
it should be

"$baseTexture" "models\BayLeafTree001"

shouldnt it?
 
holy crap really?

so the foliage doesnt have to be a seperate model, just have a seperate material ID?


anyone seen any documentation on the wiki about this or anything



regardless thanks very much clarky :D
 
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