Model Render Problem
Quote from SpAM_CAN on January 2, 2012, 4:45 pmI 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.pngOh, 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.
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.
Quote from ChickenMobile on January 2, 2012, 8:35 pmThis 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.
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.
Quote from SpAM_CAN on January 2, 2012, 8:40 pmThanks, 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
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
Quote from ChickenMobile on January 2, 2012, 8:48 pmWhat 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.
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.
Quote from SpAM_CAN on January 3, 2012, 4:16 amI'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)
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)
Quote from Skotty on January 6, 2012, 3:23 pmSometimes 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.
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.
