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Model Render Problem

I have a strange one for you all to look at today. For some reason, some of my models are being rendered above the glass (which is a func_detail) I can't figure out why. Maybe its a problem with having it be a func_detail? (and yeah, those models above are low detail versions of the lower one made using Propper 0.3)

Without the glass: http://elitetreacle.info/modelrenderpro ... 040011.png
With the glass: http://elitetreacle.info/modelrenderpro ... 040012.png

Oh, and for some reason the corner of this glass tunnelly thing is all dark (even though its compiled on full and should be well lit by the big glass lights behind it.) Will play around with the lighting later to see if I can get a better result there.

This happens all the time through glass, technically you don't even need to tie glass to a func_detail as the visleafs will ignore any brush with a glass texture on it anyway.

This usually happens with both dynamic and static models. Try tying the glass back to world geometry or tying it to other brush entities like a func_brush. If this continues to happen, try using a different glass texture or creating the model out of brushes.

?????????????????????????????TWP Releases | My Workshop

Thanks, will have a fiddle with the map tomorrow. Also, this is the lighting glitch I mentioned. I have no idea what has made it do that o3o http://elitetreacle.info/modelrenderpro ... 040013.png

What kind of light are you using? If you are using a projected texture, make sure that the 0% distance is further than the length of your chamber, that way the light doesn't suddenly end.

?????????????????????????????TWP Releases | My Workshop

I'm using my own glass floor lights (a model I made with a light texture behind it and refractive glass infront of it, light 09 i think)

Sometimes models with translucent textures get in the foreground. I had this in one map. The vactube model was partially in the same VIS Leaf like the glass wall. I seperated the VIS Leaf with a Hint Brush to get the model and the glasswall in each seperate VIS Leaf. After that, the problem was solved from any angle.