Additives in CSS Created 17 years ago2006-10-13 11:13:13 UTC by Archie Archie

Created 17 years ago2006-10-13 11:13:13 UTC by Archie Archie

Posted 17 years ago2006-10-13 11:13:13 UTC Post #199557
func_rotating
name : rot_sign1
render FX : normal
render mode : additive
FX ammount : 255

flags: not solid

That's the entity in question. Set up exactly the same as I would in HL1.
I have a custom texture, mostly black with some white/green text on it. I want the black to be transparent, as an additive did in HL1... However, when i compile, the black is fully opaque. What gives?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-10-13 12:39:51 UTC Post #199569
You need to set it to a lower value, 255 still renders black.
Posted 17 years ago2006-10-13 12:40:32 UTC Post #199570
Have you tried this in your .vmt?

$translucent "1"
You can also use an alpha channel to determine what will be translucent on the material.
Posted 17 years ago2006-10-13 17:09:12 UTC Post #199592
Solokiller : that just makes it act as if i had selected Render Mode : Texture

Xyos, does the translucent property automatically make black parts translucent? I'm just wondering since you said "also" use an alpha channel.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-10-13 17:14:11 UTC Post #199593
Alpha channels mask the textures automatically. Black parts will be fully translucent, while white is fully opaque. (or the other way around, I'm not sure)
Posted 17 years ago2006-10-13 17:26:14 UTC Post #199594
I forgot I did this before :) I could of told u sooner:

Here is an example for a texture that has some translucent parts, and some not translucent:

"LightmappedGeneric"

{
"$translucent" 1
"$basetexture" "mikematerials/metalvent"
"$surfaceprop" "metal"

}

In the base texture's alpha channel, create a black and white version of the material. Black is see-through, white is not. Inbetween is semi-you get the picture.
Posted 17 years ago2006-10-13 17:38:24 UTC Post #199596
thankee
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-10-13 18:23:19 UTC Post #199599
Posted 17 years ago2006-10-13 18:35:47 UTC Post #199600
ooh, just a little confirmation needed.
"$surfaceprop" "metal"
that makes the bullet impact a metal decal, right? and the footstep noise etc?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-10-13 18:37:53 UTC Post #199601
Correct.
You can find the complete surfaceprop list in places like here
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