TF2maps presents: The Pacific Pack!

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,821
Screenshot-2013-06-19_16.56.33.png


Give me like 2 days and I'll have these ready. They need textures, lods and collisions done.
I repeat: these textures are temporary.

probably have 3-4 skins for the leaves with various colortones, I'll try to work in a non-awful alpha in there too.
 

Crash

func_nerd
aa
Mar 1, 2010
3,390
5,534
Screenshot-2013-06-19_16.56.33.png


Give me like 2 days and I'll have these ready. They need textures, lods and collisions done.
I repeat: these textures are temporary.

probably have 3-4 skins for the leaves with various colortones, I'll try to work in a non-awful alpha in there too.

How are you planning on handling the collision? Are these going to be something we can get away with putting in the primary play spaces or should they be left for detail areas?
 

henke37

aa
Sep 23, 2011
2,075
515
Non solid leafs and solid trunks I'd guess.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Last edited:

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Try using $alphatest in the vmt instead of $transparent

I do use $alphatest because I read that $nocull doesn't work (or is buggy) with $translucent
also, it's more noticeable the further away you get, and when you are right up against it, it's near perfect.

I tried blurring the alpha channel a bit around the edges and that seemed to help a little bit. Maybe I should make the edges of the leaves semi-transparent in the diffuse texture?
 

Harribo

aa
Nov 1, 2009
871
851
I do use $alphatest because I read that $nocull doesn't work (or is buggy) with $translucent
also, it's more noticeable the further away you get, and when you are right up against it, it's near perfect.

I tried blurring the alpha channel a bit around the edges and that seemed to help a little bit. Maybe I should make the edges of the leaves semi-transparent in the diffuse texture?

IIRC using $nocull doubles the amount of polys the engine has to render for the model making rather a performance hit
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
IIRC using $nocull doubles the amount of polys the engine has to render for the model making rather a performance hit

Well it's a model completely made of simple planes that need both sides to show because they are leaves.

also, the only reason I know what nocull is is because certain swamp props have the command in their vmts.
 

Freyja

aa
Jul 31, 2009
3,020
5,860
also, it's more noticeable the further away you get, and when you are right up against it, it's near perfect.

That defiantly sounds like a mipmap issue then. When exporting your texture into vtf form, try selecting a sharpening filter of "none"
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
you just add this to your qc
Code:
$texturegroup skinfamilies
{
	{ "skin" }
	{ "skinalt1" }
	{ "skinalt2" }
}

"skin" is the vmt your model is already pointing to, "skinalt1" and "skinalt2" are your alternate vmts

Stupid assumption, but I assume each of those vmts that's being pointed at needs its own vtf?

edit: nevermind, that's beyond stupid. sorry ><
 

henke37

aa
Sep 23, 2011
2,075
515
Of course not, a vmf doesn't need any vtf files at all. Sure, it could use one, but they are optional if you can stand shader only generated textures. Such as a solid color. Does the source engine even have anything other than that?