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回報翻譯問題
Options (and I don't know if this will even work, I haven't tried), try adding the transparency to the main layer using a transparency on your brush and don't use a layer mask . Try using an $alphatest command in your vmt to search for the alpha in the material (Maybe, don't know??? I've been struggling with this sort of thing since SFM was released with all the black paintable community items released. Each material needs its own tweak to make it transparent or paintable.)
so... just... the default trick for hdr. lower the tonemap scale. you get/need a lil more of a grey tone (lol - not really) then white. that lower hdr color makes that work that the pink can still overblend the actually full white tone. best tip i can give you.
also make sure the particle is not just an additive material. that fails that blending equation too.
Well, I added an overlay material in order to make sure and demonstrate that it's not particle-specific, as I assumed originally [but I guess I was wrong here]. And it's also easier to test on overlay material, rather than edit particle every time.
I spent some time reading developer.valvesoftware.com about shader properties and while $translucent/$alphatest was looking like something suspicious, even though description of it misleadingly tells about colliding surfaces. Without fully understanding the way it works I tried to play with these params on background and/or overlay materials, but unfortunally it gave no result. I think I'm missing some general concept here
I don't think I fully understood your advise. The background is UnlitGeneric white material. Lowering tonemap will only get the entire scene darker overall and I don't understand how it's going to help me or where else I can get from there.
Hm.... So it is/same_as translucent once again.
There's other particle named particle_nemesis_blue_burst that also disappears over a white background faster than it should (in fact that's where I picked up blue color and its opacity value for the overlay) and its material isn't an $addictive. It's just translucent and there's also "$no_fullbright" 1 specified.
I tried to replace heart's tail material to sc_softglow_translucent and got unexpected result. It become visible, but only on that part of the screen, where "invisible" overlay is not fully transparent. That got me even more confused. http://i.imgur.com/DipTZn2.png
And... so if I understood correctly, I can't just edit that white background material and make it act same way as black, nor disable the HDR that might have something to do with it (I tried to change luminance values of VTF as well and try switching from unlit to selfillum) and if I want to get particles displayed over bright/white background I have to edit every single one of those that I'm going to use. And I still do not understand what happened on the last screenshot.
At least I figured out the reasons of the original issue. Thank you all~