Transparency sorting order

Dodo

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Hi, im having problems with the transparency in a model im making. There ar a few polys behind each other, all with a transparent texture, but there getting draw the wrong way around. The polygon thats furthest away is being drawn like its the closest. And the other way around aswell, The polygon thats closest is being drawn behind everything.

Now i cant find anything on the subject, or any options anywhere in the compiling pipeline of models. If you have an idea... shoot.

-dodo
 
Welcome to Valve's dodgy alpha sorting.

You could try compiling with $alphatest 1 to see if that helps.

Personally, I got round it by having the transparent polygons as separate meshes.
 
I'll try the $alphatest 1, just to be sure. Think i already tryed it yesterday.
My problem is that all my polys are partially transparent.

What might help, hope it will, is to cut out most of the not transperant part of the poly's and give them the same texture just without transparency. But its a work around.

-dodo
 
Does every model need $alphatest 1 in the .vmt if it has a transparency map ?

-dodo
 
Not always, you can make it work if you keep transparent textures seperate so you can us different material ID's for the transparent part and the none transparent parts, add $mostlyopaque to the QC of the model. Then you don't have to use "$alphatest 1" just use "$translucent" 1 instead for better quality.
 
w000t !! it works, thanks dude :cheers:...

-dodo
 
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