Model version of $translucent?

Discussion in 'Mapping Questions & Discussion' started by Beetle, Sep 25, 2013.

  1. Beetle

    Beetle L9: Fashionable Member

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    So I know that $alphatest won't work on models, so I'm forced to use $translucent. This presents a problem for me:
    [​IMG]

    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.
     
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    I'm thinking that you may have to split the jars textures up, so that the transparant bit gets its own material.
     
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  3. Beetle

    Beetle L9: Fashionable Member

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  4. Beetle

    Beetle L9: Fashionable Member

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    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?
     
  5. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    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:
    Source
     
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    Last edited: Sep 26, 2013
  6. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    just have different textures in your 3d editor and it should export fine. if you check your smd in a text editor, you'll see that a material is referenced for each tri
     
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  7. Ravidge

    aa Ravidge Grand Vizier

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    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.
     
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    Last edited: Sep 26, 2013
  8. Beetle

    Beetle L9: Fashionable Member

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    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.

    [​IMG]
     
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