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So how does the refract material get loaded onto the model in the first place?
I thought so to but other than take an arrow to the knee the vmt whos code I copied over don't address each other either yet it works somehow. Here: https://imgur.com/a/wMqRhZu
Mind you that model i'm copying is an old bullet trail that has two skins one that refracts and one that is partly translucent. One material seems to be for the side view the other looks to be the front view if that makes sense. All of the old model's materials here:
https://imgur.com/a/9ovrgIu
To add to the confusion the old model's VMT codes mentioned of a dudvmap addressing it to the same file as the other materials I linked in the paragraph above this one. There's no dudvmap in that file just what's on the image. one normal map, two basetextures and no dudvmap makes no sense, yet it all works somehow.
So I guess we're both confused about this.
Not a clue how to link the model's mdl over. unless you use discord
It's an old model that use to be in the SFM workshop but it got taken down for unknown reasons I just kept the files.
For example, my character Athena has hair that has duplicate geometry in order that it can use different versions of the materials with respectively $translucent and $alphatest to give soft transparency that nonetheless casts shadows - providing a more realistic result than most models in Source:
https://steamcommunity.com/sharedfiles/filedetails/?id=1353605136
No, it's not perfect (there's still a somewhat rough edge around where the $alphatest cuts off the transparency), but the point is, duplicate geometry is a way to have the same area affected by more than one material, so I'd check.
$texturegroup "skinfamilies"
{
{ "BulletTrail" "BulletTrailEnds" "bullettrail_refract" "bullettrailends_refract" }
{ "bullettrail_refract" "bullettrailends_refract" "bullettrail_refract" "bullettrailends_refract" }
}
This is how the refract material gets placed on the model, they are different skins, as I suspected after seeing your screen shot.
The Refract shader can use an animated normalmap or a dudvmap to detrmine the pattern of the refract however The $dudvmap command is now obsolete. the $dudvmap command here is most likely something for backward compatibility but is being ignored by SFM. SFM is using the $normalmap command here.
See here
https://developer.valvesoftware.com/wiki/Du/dv_map
https://i.imgur.com/oi5nMCu.png
If you didn't include a texturegroup to the QC, then you can't switch between the normal and the refract materials.
Makes sense I guess just got to skin group them togeather, however like i said earlier there were two basetextures and a normal map none of which had the word refract only the VMTs did. so judging by you pic you got to write in the VMT name too?
https://steamcommunity.com/sharedfiles/filedetails/?id=1528872967