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Ein Übersetzungsproblem melden
Hm... perhaps a temporary version of the texture would be a viable workaround though, now that I think about it....... Let's see...
EDIT:
Oh, I know, you could try this: Find the material file (.vmt) the model uses, and make sure SFM cannot find it, either by renaming it or moving it. If I'm right, the model should become pink and black checkered, but it should also be visible in the preview windows. If that works, we can look into a more elegant workaround if you want.
My biggest concern though was that animations weren't playing at all in the main scene even if I selected a sequence, the model kept standing still, but now they're working. I have no idea what was wrong. So at least that's sorted out!
So, the workaround definitely does what it should: http://it.tinypic.com/view.php?pic=11m3uit&s=5#.UtWtJfTuLCs, even if it's not the most convenient procedure, it's better than nothing.
With a bit of trial and error I've found that in this particular case (Vengeful Spirit model), the .vmt that gives it transparency is likely to be vengeful2_body_color.vmt: http://it.tinypic.com/view.php?pic=2w4iozk&s=5#.UtW0YvTuLCs.
With all the other files present and just by removing that one it reverts to the solid pink/black square look. This is the contents:
"VertexLitGeneric"
{
"$baseTexture" "models/heroes/vengeful/vengeful2_body_color"
"$normalmap" "models/heroes/vengeful/vengeful2_body_normal"
"$diffusewarp" "models/heroes/sven/sven_diffusewarp"
// $FRESNELWARP "models/heroes/dragon_knight/dragon_knight_fresnelranges"
"$maskmap1" "models/heroes/vengeful/vengeful2_body_mask1"
"$maskmap2" "models/heroes/vengeful/vengeful2_body_mask2"
"$detail1" "models/heroes/vengeful/vengeful_glow"
$SPECULAR_BLOOM_SCALE 1
$SPECULAREXPONENT 13
$SPECULARSCALE 60
$SPECULARCOLOR "[0.7 0.9 1]"
$RIMLIGHTCOLOR "[0.5 0.8 0.9]"
//$SPECULARBLENDTOFULL 1
$alphatest 1
$RIMLIGHTSCALE 10
$DETAIL1BLENDMODE 3
$DETAIL1SCALE 1
$DETAIL1BLENDFACTOR 2
// $DETAIL1BLENDTOFULL 0
"$cloakPassEnabled" "1"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$detail1texturetransform"
"texturescrollrate" "0.1"
"texturescrollangle" "90"
}
"invis_proxy"
{
}
"status_proxy"
{
}
"hero_proxy"
{
}
}
}
Thanks a lot! It's definitely one of these moments when I wish I knew my way around these things better ^^
Hi Lylyn Sen,
It seems your problem has been resolved? I have exactly the same problem with you. I would appreciate if you could explain more clearly how did you fix these issues.
I simply opened the .vmt that caused the transparency with notepad and deleted the $alphatest 1 line. The vmt for heroes and their respective parts should all be in materials/models/heroes.
To find the one particular .vmt causing the problem I had to do a bit of trial and error by adding the suspect ones (example "vengeful skin color" "vengeful body color") and then see which one caused the change. Perhaps there is a more elegant way, but that's all I could do :)
I'm really glad someone has been working on high definition models. Sadly I won't be on a proper pc for 1-2 days so it'll take me a while, but I'll try them out! Thanks!