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O'Nyxon's Selfishness 25 Cze, 2013 - 15:39
Zombie skin problem
Then i select zombie skin on tf2 player model, whole body is transperent except for a head. Any ways of how to fix it?
Wyświetlanie 1-15 z 19 komentarzy
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Pte Jack 25 Cze, 2013 - 15:41 
We're still digging it to that and haven't found the magic phrase to make them whole. But,

http://youtu.be/64lKrw7hRgw
O'Nyxon's Selfishness 25 Cze, 2013 - 15:50 
I am not talking about this kind of thing. I know how to add missing body parts, i am talking about this: http://img706.imageshack.us/img706/6614/4rwi.png
Ostatnio edytowany przez: O'Nyxon's Selfishness; 25 Cze, 2013 - 15:51
Pte Jack 25 Cze, 2013 - 15:53 
Yup, and that's what I said, we haven't found the shader that is causing this yet, we're still looking for the magic phrase to make it solid... Try turning off AO for now (haven't tried this yet myself, but it does work on some models)...
Pte Jack 25 Cze, 2013 - 16:01 
Yup, turning AO off will make him solid, but no AO.

http://imgur.com/XExqAxC
Ostatnio edytowany przez: Pte Jack; 25 Cze, 2013 - 16:04
R234 25 Cze, 2013 - 16:29 
You can also make the texture not render AO, by typing the following line of code in the appropriate material (.vmt) file:
"$ambientocclusion" "0"
That way you can have AO on models that allow for it, while disabling the so-called "see-through" AO on translucent textures.
Pte Jack 25 Cze, 2013 - 16:31 
Just tried that R234, on the demoman_red_zombie.vmt file... does not work, tried 1 and 0. I think you have to find every associated vmt and turn it off in all of them to make it work. Looking for them now.
R234 25 Cze, 2013 - 16:44 
You have to put it into demoman_red_zombie_alphatest.vmt too, apparently.
R234 25 Cze, 2013 - 16:56 
There's an other way, too. You can disable (by commenting it out) "alphatest" "1" in demoman_red_zombie_alphatest.vmt. This will make ambient occlusion work on the model. The downside is that it will disable transparency on the texture, rendering it impossible to use the zombie misc (exposed bones and all that) with it, so they won't look like in TF2. Example shots:
http://i.imgur.com/6WYqjUi.jpg
Ω Xpanix Ω 5 Sty - 10:48 
You can decompile the model, add $mostlyopaque to the QC file and recompile. Is a long process but it solves the problem without disable AO
HIV's the Way to Be 17 Lut - 12:57 
Disabling Ambient Occlusion fixed it for me.
Pte Jack 17 Lut - 13:14 
yeah, but that kills AO in your render as well. Find the zombie vmts with the "$alphatest" "1" in them and add the command $mostlyopaque below it.

http://youtu.be/EywdZE2H4Nk
Ω Xpanix Ω 1 Kwi - 7:08 
Well, sorry but I add the "$mostlyopaque" "1" and there's no change. Any ideas?
Pte Jack 1 Kwi - 13:44 
No, actually I don't...

Other ppl have reported that it doesn't work for them as well.

The $mostlyopaque command is usually a qc type command, added to the qc when compiling a model. I've tried it on a few model vmts were I run into the grainy transparency problem now, one being the degreaser, and it seems to work for me on the models I've tried.

I'm starting to wonder if it might be something that triggers a setting on my GPU to render correctly when it encounters the command, but I doubt it.

But that being said, All my GPU are radeon HD Series Card and chips.
Ostatnio edytowany przez: Pte Jack; 2 Kwi - 8:05
Ω Xpanix Ω 2 Kwi - 7:28 
Well, where do you put the "$mostlyopaque" "1" to fix the transparency problem?
Pte Jack 2 Kwi - 9:12 
Ah man, you had to ask... That was a couple of months and 6 reinstalls of SFM ago... And I answered you in a chat session... The one were in now.... lol
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Data napisania: 25 Cze, 2013 - 15:39
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