GoldenEye: Source Forums

Editing and Customization => Modding Help => Topic started by: Mangley on December 07, 2009, 04:46:11 am

Title: Moving brush entities rendering on top of translucent textures
Post by: Mangley on December 07, 2009, 04:46:11 am
I'm working on a map and came across this bug, a func_rotating brush entity rendering in front of a translucent surface. I figure this is just one of these bugs that valve hasn't bothered to fix...

It's not a huge problem.. you don't really notice it much when playing but only because it's a fast moving object... and well, I'm a perfectionist so it bugs the hell out of me. 8)

(http://img40.imageshack.us/img40/7304/fanalphaissue.jpg)

Does anybody know of any workarounds/fixes? Possibly using rotating doors intstead?
Title: Re: Moving brush entities rendering on top of translucent textures
Post by: kraid on December 07, 2009, 11:48:41 am
Try $alphatest for the grate material.
It once helped me when i had an issue with a prop not rendering at certain view angles when it was behind a refract shadder object.
Title: Re: Moving brush entities rendering on top of translucent textures
Post by: Mangley on December 07, 2009, 01:29:42 pm
Thanks, I wasn't sure if that would work or not, I was hoping there was another way but I'll just have to learn how to compile .VMF's into the BSP.  :P
Title: Re: Moving brush entities rendering on top of translucent textures
Post by: killermonkey on December 07, 2009, 01:46:39 pm
Thanks, I wasn't sure if that would work or not, I was hoping there was another way but I'll just have to learn how to compile .VMF's into the BSP.  :P

What are you talking about?

You add "$alphatest 1" to the VMT of the grate material. Has nothing to do with compile maps or whatever.
http://developer.valvesoftware.com/wiki/Material
Title: Re: Moving brush entities rendering on top of translucent textures
Post by: Mangley on December 07, 2009, 02:25:10 pm
 ??? It does if I want it to work for everyone...

Editting the VMF only fixes it for me... including a new VMF for the grate texture with $alphatest 1 in the BSP means everyone will see it the same way.

Or am I missing something?  :-X
Title: Re: Moving brush entities rendering on top of translucent textures
Post by: kraid on December 07, 2009, 04:18:56 pm
Well, you're talking about packing a custom material into your .bsp, right?
Ofc. this is a good idea when releasing the map.
I recomend you Packrat for this.

But make sure the material file (.vmt) has a unique name, otherwise it might cause problems with the same texture used in other maps.
In other words, just copy the original .vmt, rename it (maybe add _alphatest to the name), replace your material in hammer with the new material and once you've finished the map completly, pack in the custom content (in that case the .vmt of this grate) using Packrat and you're ready to go.
Title: Re: Moving brush entities rendering on top of translucent textures
Post by: Enzo.Matrix on December 07, 2009, 04:30:45 pm
haha, thats nothing.   You should have seen the old cradle when I tried to put the support towers in the skybox...
Title: Re: Moving brush entities rendering on top of translucent textures
Post by: Mangley on December 07, 2009, 04:40:40 pm
Thanks for all the help!  :)
Title: Re: Moving brush entities rendering on top of translucent textures
Post by: Mike [fourtecks] on December 08, 2009, 02:52:52 am
haha, thats nothing.   You should have seen the old cradle when I tried to put the support towers in the skybox...

Or back in the day when ge_control used to have hl1 translucent railings.