PastryTheft
Feb 26 2007, 03:20 PM
Im using the ZHLT tools and my maps compile correctly except for the transparencys, anything pure blue or pure black appear as pure blue/black. any ideas on how 2 fix?
bERt0r
Feb 26 2007, 04:37 PM
What values do you use for rendermode, fx amount etc? Give some more information.
Spawn_of_Chaos97
Feb 26 2007, 04:52 PM
For making blue stuff invisible, be sure that the brush is a func_illusory or whatever that is and then set render mode to "additive" and render FX to 0 0 255. Render amount 255 and you're good to go.
For black just make FX be 0 0 0.
I'm not sure that I got the values correct, I don't have Hammer on this machine due to the fact that it's at school (lol).
Kouji_San
Feb 26 2007, 05:38 PM
The {xxx textures where blue needs to be invisible need to be a brush based entity, with
- Render Mode: Solid
- FX amount: 255
For the textures wtih black in them (which needs to be invisible):
- Render Mode: Additive
- FX amount: 255
---> keep in mind that these additive textures, when not used as light overlays. Will appear very bright, if high FX amount values are used. For seetrough glass for instance values in between 15-30 should be used, or Render Mode: Texture (FX amount values in between 70-100)
The texture with blue in them need the last indexed color to be the invisible color (blue), this is information if you want to create your own {solid textures. The additive textures will simply make everything which is pure black invisible, no special need for it to be on a specific index palette location...
Spawn_of_Chaos97
Feb 27 2007, 04:52 PM
Hmm...so the blue ones can't be "additive" too?...I'll have to remember that. Thanx Kouji!
Kouji_San
Feb 27 2007, 06:01 PM
hmm now you got me doubting as well

I don't feel like testing it, but I am 90% sure that if you use additive on a {xxx texture the blue will simply be black instead of seetrough
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