3 Modeling Questions

Discussion in 'Mapping Questions & Discussion' started by Rizz, Jul 12, 2012.

  1. Rizz

    Rizz L5: Dapper Member

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    Take a look at this screenshot to understand the questions.
    www.FF6Hacking.com/Door.png

    1. How do I get rid of that face with a missing texture below the door? That doesn't even show up 3ds max, I'm 100% sure of that so I can't delete it that way.

    2. In my vmt for the door, how can I add my transparency map to it? Here is what I have, and what I mean. I have a diffuse texture, as well as a specularity map working, I want to get my opacity map work too. I know about "$translucent" and "$alpha", but they don't use an actual opacity map from what I understand.
    Code:
    "VertexLitGeneric"
    {
         "$basetexture" "models/props/door/door"
         "$envmapmask" "models/props/door/door_spec"
         "$envmap" "env_cubemap"
         "$normalmapalphaenvmapmask" 1
         "$envmapcontrast" 1
         "$model" 1
    }
    3. Is there a way to scale models in Hammer, much like you can in UDK?
     
  2. YM

    aa YM LVL100 YM

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    1) no idea
    2) can't remember but I was pretty sure alphatest uses an alpha map but is a very binary transition, no middle ground.
    3)
    [​IMG]
     
  3. Pocket

    aa Pocket func_croc

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    $alpha and $translucent use the alpha channel of the texture image itself. I don't think there's any way to reference a separate image for that.
     
  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    as far as I can tell, transparency is always done from an alpha channel on your base texture.

    the easiest way to edit scale is to edit the $scale modifier in your qc file and recompile :\ sucks but that's as good as it gets
     
  5. EArkham

    aa EArkham Necromancer

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    You won't be able to use $alpha for glass. It's an all or nothing transparency.

    Also, since your entire model is not transparent, you will need to make sure the glass uses a seperate material group in the exported smd. Even if everything is on the same texture sheet, the transparent part needs to be seperately defined. Source unfortunately has rendering order issues if you don't do this.

    In your QC, you'd do something like this:

    Code:
    $texturegroup skinfamilies
    {
      { "transparent_texture01" "non_transparent01" }
    }
    And then have different vmt files, one for the transparent part and one for the non-transparent. They can point at the same vtf if you want, but only the transparent one should have $transparency 1 or else you get the aforementioned rendering order problems.

    I have no idea what's up with the extra geometry. If it's not in the max file, make sure the qc file is bringing in the correct reference and collision models. And make sure your idle animation doesn't have geometry in it. Source won't create geometry randomly; it has to be coming from somewhere.
     
    Last edited: Jul 12, 2012
  6. Rizz

    Rizz L5: Dapper Member

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    This is my QC file, how would I work skinfamilies into this?
    Code:
    $modelname	"\props\door.mdl"
    $body mybody	"door-ref.smd"
    $staticprop
    $surfaceprop	metal
    $cdmaterials	"models\props\door"
    
    $sequence idle	"door.smd"
    
    $collisionmodel	"door-phys.smd" { $concave }
     
    Last edited: Jul 12, 2012
  7. EArkham

    aa EArkham Necromancer

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    Place it right after $cdmaterials. Or anywhere in the qc after $cdmaterials.

    The names of the vmts will need to match the names that are in the smd, at least for the very first skin in the list. The extension doesn't matter (it'll be .tga or .bmp or whatever the texture assigned in max). So if you have "door_glass01.tga" in the smd, then you'd have to use "door_glass01" in the $texturegroup skinfamilies list.
     
  8. Rexy

    aa Rexy The Kwisatz Haderach

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    That face on the ground with a missing texture should not just appear out of nowhere. The data for those planes are stored in the .smd somewhere, and that's why they're appearing as a result of a compile.

    I suspect you have some objects hidden in max, or hidden in an unactive layer, and they're being written to the .smd along with the items you do want, even though you can't see them. I know you're 100% sure, but polygons do not write themselves into .smds.