Alpha channel problems in hammer

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Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
So I was happily enjoying hammer again after valve kindly fixed it until today it broke again. It's not entirely bust this time, just behaving badly.

For some reason the alpha channels on all displacements appears inverted and any models that have a alpha channel transparency have become opaque.

Does anyone have any idea how to fix this?
 
Aug 23, 2008
404
380
I have no idea, but I had a similar issue. Any grey dev textures come up as orange, I thought that my grey textures had been replaced but they just show up as orange, in game they ares till grey. WEIRD BUGS!
 

Silverus

L3: Member
Jun 19, 2011
120
7
Ya, Its been happening to me too, just today. Mine also stops responding after about a minute. I tried reinstalling it, but it didnt help.
 
Aug 23, 2008
404
380
Yah, lots of weird crashes and stuff. Also, apparently they changed the max number of planes as well. Not an issue for other maps, but when you try and compile something like the MGE map, its impossible unless you remove a shit ton of content.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Seems to be something with the alpha channel indeed...a project I was working on today, I even finished up before I closed the sdk, and the later today after the sdk updated, my shaders are all messed up in the hlmv. Appears to have to do with the alpha channels or how they work. I hope they fix it soon, I was working on a paid project :\
 
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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I don't have any alpha textures on my map I'm working on right now, but my dev textures seemed to have gotten themselves all messed up. My grey grid is now orange grid, from what I can see.

But I can't do anything anyway because it crashes a few seconds after loading.

Let's hope they decide to fix this asap and not put it off for awhile...
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
all i can say to add to this is that since the misc-2nd-slot update, I've had to do all my map compiles on a PC with a 6 month old version of the SDK.

i get MUCH lower brush faces this way, which as a result seems to mean fewer random tears (i.e. none) on solid surfaces and MUCH fewer errors in the lighting

on the current SDK i get :
brushsides 62373/65536 498984/524288 (95.2%) VERY FULL!
on the older version i get:
brushsides 58781/65536 470248/524288 (89.7%) VERY FULL!

that's for the same map.

i dunno what's been changed but something's fishy if you ask me


edit:
oh also, undo/redo is now VERY slow compared to before
 
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