Model version of $translucent?

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
So I know that $alphatest won't work on models, so I'm forced to use $translucent. This presents a problem for me:
k8UdHmk.png


Is there a way I can fix this? The cork is definitely not supposed to be see-through. I guess what I'm asking is how the jarate model allows you to see through the model without seeing through the lid too. I'll try to clarify more if I need to - kind of confusing to explain.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
So I tried this snippet of qc code:

Code:
$texturegroup skinfamilies
{
	{ "zelda_pot"    "zelda_pot"   }
	{ "zelda_pot"    "zelda_pot1" }
}

where "zelda_pot" is the name of the first material which has translucency, and "zelda_pot1" which is no translucency. I still can't get it to work, but I'm pretty sure I don't have that code right. Any help? Do I need two separate UV maps?
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I know that when i converted some bioshock stuff, part of the bioshock turrets texture was missing, but only the light bulb thingy that indicates it's allegiance.

Let me have a look around...

EDIT: This may be it:
Multi-layered Textures
You should try to only use one basetexture, unless material demands require otherwise. Multiple textures on a model can drastically affect rendering time. If you do need to create multiple textures on one model, you must first select a group of polygons, make a cluster of them, then apply the material and image to your cluster. Make sure that you have your preferences set to "reload externally modified images on focus". This reloads textures when you alt-tab back to XSI from another program like Photoshop, a good time saver.

Source
 
Last edited:

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
What you just did with the $texturegroup skinfamilies is add more skins, you didn't split up the texture at all. Which is what you need to do if you want parts of the model translucent and other parts opaque.

edit: I'm dumb.
Just do what fubar said, assign different materials in the editor to the parts you want to give individual vmt parameters to, in this case translucency for one but not the other.

--

To explain the texturegroup thing you could use it for having other colors on the contents of that pot/bottle thing as skins, then you do this:

Code:
$texturegroup skinfamilies
{
	{ "zelda_pot_glass"    "zelda_pot_cork"    "zelda_pot_liquid"   }
	{ "zelda_pot_glass"    "zelda_pot_cork"    "zelda_pot_liquid_blue"   }
	{ "zelda_pot_glass"    "zelda_pot_cork"    "zelda_pot_liquid_green"   }
}
You still only export the .SMD with the first row of materials assigned in the editor.
But it's probably not what you're going for.
 
Last edited:

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Alright, guys. Thanks a bunch for the help. I split the model up into the parts that would be translucent and the ones that were going to be solid. I then assigned a material to each that were the exact names of the vtf materials I was going to use. I also put them into vertex groups, but I don't know if that was necessary. Then I recombined them and exported it.

vbrtvDM.png