Transparent stuff

Like such as the NIPPER
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Surfer
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Transparent stuff

Post by Surfer » Tue Apr 25, 2006 1:13 pm

Something is terrebly wrong :S,

i started mapping on an old map i made for TS (The Specialists)
and there were alot of windows and stuff that were transparent in the original version, but when i updated and recompiled its all like... not transparent anymore :P i think it has something 2 do with my compile tools, OR my new comp is just messing with me, cuz i have both hammer 3.4 installed and source sdk... :S

anyone have a clue where the error is? and maybe how 2 fix it? :/

Thanx in advance
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Yusuke
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Post by Yusuke » Tue Apr 25, 2006 6:05 pm

There are many possible explanations. Unfortunately, you haven't given enough information to help others understand your predicament.
Did you modify the windows in the new version?
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Post by ayeyah » Tue Apr 25, 2006 8:02 pm

By "update" do you mean ported over to Source or an updated Hammer for HL1?
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Post by Surfer » Mon May 22, 2006 5:10 pm

by update i mean updated the map, like editing the brushes, but not the entitys, im compileing and everything in the 3.4 version of hammer like ive allways done with hl1 maps
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Post by Avvatar » Mon May 22, 2006 5:51 pm

You forgot to download Zoner's?
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Post by ayeyah » Mon May 22, 2006 8:06 pm

Can you be more specific? You were using { prefixed textures for transparency, right?
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Post by Avvatar » Mon May 22, 2006 10:00 pm

I'm gonna stand by Zoner's. Seeing as he claims to not have changed anything he just compiled it again.
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Post by Surfer » Tue May 23, 2006 7:10 am

yeah ill have to try zoners... btw is there any other good alternative compilers 2 hl2 :/ haven't looked 2 much into that yet :/
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Post by Surfer » Tue May 23, 2006 7:25 am

tried zoners... didnt help, so its just me beeing stupid/senile...
okay here is the info you requested...

Func_breakable

name:
Global entity name:
Target on break:
Strength: 100

Material Type: glass

Gib direction: random
delay before fire: 0
Gidmodel:
spawn on break: nothing
explotion magnitude: 0
Render FX: normal
Render mode: normal (i think ive tried solid, and texture too... not sure... gonna try)
FX amount: 127

Fx color: 0 0 0
ZHLT lightflags: default
light origin target:
minimum light level: 0

Texture: glassblue2


its probably something with the rendermode, but when i tried with another map it didnt work when i changed it :/
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Post by NIPPER » Tue May 23, 2006 11:10 am

Render mode SOLID
FX amount 255
gets rid of blue, for use with {textures

Render mode TEXTURE
fx amount 100-200
for glass
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Post by Dr.Boo » Tue May 23, 2006 2:47 pm

I might also add:

Render mode ADDITIVE
FX Amount 0-255 depending how bright you want it to be
gets rid of black.
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