Weird texture problem. Created 9 years ago2014-06-24 16:16:49 UTC by Deagle195 Deagle195

Created 9 years ago2014-06-24 16:16:49 UTC by Deagle195 Deagle195

Posted 9 years ago2014-06-24 16:16:49 UTC Post #319974
This is how my texture looks:
User posted image
This is how it looks in Hammer:
User posted image
I don't have to post the .vmt, it has only shader, texture path and translucent.
Posted 9 years ago2014-06-25 06:26:35 UTC Post #319979
That is strange. It looks like there's either some weird colour compression issue with the base texture, or there's something up with the vmt paths. The purple usually means an incorrect or missing texture is being referenced.

Is it a lightmappedgeneric? Have you tried recreating the VTF with something other than DXT5 compression?

Also, if you're going for the hard-edged pixel look (which I love) you could use $alphatest instead of $translucent. It's faster to render and prevents sorting errors where lots of transparent materials are used.
Strider StriderTuned to a dead channel.
Posted 9 years ago2014-06-25 06:55:31 UTC Post #319981
I tried using alphatest, but it didn't change anything, I'll try to use different compression though, thanks.
Posted 9 years ago2014-06-25 06:59:53 UTC Post #319982
Yup, now it works fine when I changed compression to RGBA8888, thanks again.
Posted 9 years ago2014-06-25 10:57:32 UTC Post #319985
Glad it's fixed, but how do you live with that useless manifest toolbox taking up room? :aghast:
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-06-25 11:45:43 UTC Post #319986
Why not? Without it it's a bit hard to orientate without it.
Posted 9 years ago2014-06-25 11:48:57 UTC Post #319987
I think he means that you could move it underneath the entity/prefab box to gain more space in the main work area.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-06-25 11:51:13 UTC Post #319988
I disabled it completely.
I don't think standard HL2 supports manifests right?
Blank/wasted space drives me nuts.
Tetsu0 Tetsu0Positive Chaos
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