Weird transparency glitch

Any aspects of level design for the Source engine.

Weird transparency glitch

Postby nitrotomato on Wed Feb 22, 2012 5:01 pm

Problem resolved. I'll leave this thread here in case anyone has a similar problem. I fixed it by creating my own material based off the original vmf, and then replacing $transluscent in the vmt file with $alphatest. Apparantly $transluscent can have what the VDC calls "sorting errors" with regards to viewing other transluscent materials through it. $alphatest does look a bit uglier (FAR less smooth) admittedly, but it renders properly now, and is cheaper. So I don't mind. Hope this has been helpful to someon!

Hi there,

Just putting the finishing touches on my CS:S map which I've been working on for the past few months. It's been going great and I'm looking forward to finally releasing a map for once!

A few problems here and there which I'm ironing out, but one which I can't wrap my head around is this weird transparency bug:

Image

In case the picture's difficult to understand, those trees are translucent (a prop from de_inferno) simulating a forest behind some dense bush growth. They're behind this displacement that I've textured with a semi-transparent bush texture (there are gaps in it you can see through, representing gaps in the leaves), but for some reason when you look at the trees they render IN FRONT of the texture despite being behind it? This happens no matter where you are on the map, as long as you're looking at it through this texture.

That's the best I can explain it, I'm afraid. It's annoying, because the trees would look great if they weren't rendering in front of something they are behind. It looks just fine in the editor, it's only in game that this happens. I've also noticed a similar problem occuring with detail props (grass), doing the same thing if you look at them through this type of texture.

Tried everything I can think of to get them to render properly. Anyone have any ideas? It'd be much appreciated.

Thanks!
nitrotomato
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