A
Aba
Guest
I've made a model with 8bit alpha TGA texture and compiled both.
VMT is:
"VertexLitGeneric"
{
"$baseTexture" "colonyship/topdomesheet"
"$model" 1
"$translucent" 1
"$nocull" 1
}
QC is:
$modelname "topdome.mdl"
$cdmaterials "ColonyShip\"
$staticprop
$surfaceprop "metal"
$scale 10.0
$body studio "ColonyShip\TopDome"
$sequence idle "ColonyShip\idle" loop fps 1
$collisionmodel "ColonyShip\TopDomePhys.smd"
{
$concave
}
The entire texture looks 100% opaque in Hammer, Model Viewer and the Source engine itself. I also placed an existing model in the map(one of the pine trees) to see if it's a hardware problem but the alpha on those works perfectly on that tree.
Plz help. I think there was a way to use a seperate vtf for the alpha but I can't find a tutorial.
VMT is:
"VertexLitGeneric"
{
"$baseTexture" "colonyship/topdomesheet"
"$model" 1
"$translucent" 1
"$nocull" 1
}
QC is:
$modelname "topdome.mdl"
$cdmaterials "ColonyShip\"
$staticprop
$surfaceprop "metal"
$scale 10.0
$body studio "ColonyShip\TopDome"
$sequence idle "ColonyShip\idle" loop fps 1
$collisionmodel "ColonyShip\TopDomePhys.smd"
{
$concave
}
The entire texture looks 100% opaque in Hammer, Model Viewer and the Source engine itself. I also placed an existing model in the map(one of the pine trees) to see if it's a hardware problem but the alpha on those works perfectly on that tree.
Plz help. I think there was a way to use a seperate vtf for the alpha but I can't find a tutorial.