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Fordítási probléma jelentése
This is the Blender, QC, VMT set up using your Gradient with final result also shown in HLMV
https://i.imgur.com/gzJdyeC.png
This is my SFM Render without lights (and if you look closely you can see the texturescroll is working.
https://i.imgur.com/wEAS7Pm.gif
This is with a single light added and a model thrown into the box.
https://i.imgur.com/KcqiT2B.gif
You problem may lie in the same masking problem we have with community paintable items for the selfillum mask.
This is with your current SelfIllummask texture turned on...
https://i.imgur.com/XWS9F39.png
And flipping the mask vertically doesn't change things.
Doh, I should have read the Wiki first.....
$selfillum textures
Warning:Cannot be used with $translucent or similar values on models. Use UnlitGeneric shader instead
By default, $selfillum takes the alpha channel of the base texture and uses it as the $selfillummask (turns it into a map for how bright each pixel of the image should appear.)
This means partial brightness or even only small areas of brightness can exist. A partially bright face can still receive light that is added to the default light on the face. The VMT property must exist.
AND THE FIX IS (Drum Roll if you please!!)
https://i.imgur.com/XTivphG.png
for the heck of it. i didn't have this phat line bug. is that the base being black underneath the alpha texture? i'd call that crap. translucent didn't work tho.
https://i.imgur.com/47J5oTZ.gif
I though most additive textures didn't play well with SFM, or is that just certain particle textures?
you mean the lighting thru things gitch? i'm certain the error is in one of the map sprite style shader combos. dunno what. i don't know/can't find one that does that. all this old material stuff is nasty. on models it seems to work. snap[i.imgur.com].
https://gfycat.com/gifs/detail/JampackedAmbitiousAmericanbittern
and the material. this can all be tweaked for 'flow' speed, stretch and waving times. i think it's luck the detail can use the seperate transform. iirc in most other shader combos it's broken.
But the reason mine has an edge at the top is because I left the top face on the model and just reused a portion of the gradient to paint it, so it isn't totally transparient (hence the edge). I was just interested in finding the answer "why?" and to see if that scrolling texture proxy worked in SFM and rushed the model.