Problem with texture priority Created 17 years ago2007-01-27 21:37:05 UTC by Kasperg Kasperg

Created 17 years ago2007-01-27 21:37:05 UTC by Kasperg Kasperg

Posted 17 years ago2007-01-27 21:37:05 UTC Post #210852
Ok, don't ask me why, but certain models and even brushwork are drawn before a certain material that is closer to the player.
User posted image
You could think that my glass material is messed up, but notice how it doesn't happen with the glass on the left. The trees are clearly behind. It also happened with other glass textures, so I'm kind of guessing it has to do with the model. Any ideas of why that happens? Have you seen this effect anywhere else?
The glass is func_detail, by the way, and textured only in one side. The other one has nodraw.

These are the vmt contents of that glass material:

"LightmappedGeneric"

{ "$basetexture" "fallingwater/wglass1"
"$surfaceprop" "glass"
"$translucent" 1
"$nocull" 1
"$envmap" "env_cubemap"
"$envmapmask" "fallingwater/wglass1mask"

}
Posted 17 years ago2007-01-27 22:12:03 UTC Post #210856
probably should circle the problem. Took me a while to spot it on the small image.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-01-27 22:39:23 UTC Post #210867
Not that I can edit it now... ;)

But hey, if it isn't noticeable in a frozen screenshot, it might not be a huge problem if I eventually don't find a way to solve it.
Posted 17 years ago2007-01-28 04:43:03 UTC Post #210887
{
"$basetexture" "fallingwater/wglass1"
"$surfaceprop" "glass"
"$alphatest" "1" //it makes opacity looks like HL1 (no gradients, but also no problems with z-buffer priority)
"$nocull" 1
"$envmap" "env_cubemap"
"$envmapmask" "fallingwater/wglass1mask"
}
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