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Old 09-24-2007, 04:00 PM   #1
m1sut0
 
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VHE Rendering Problems

Okay, when I go to do level design in VHE as of a few days ago, I am being faced with some strange rendering bugs:



The surface shown in the 3D perspective should NOT look like that. As shown in the orthographic viewports, it should be a level surface, with that cross cut out of it, but due to rendering mistakes, faces are being displayed incorrectly. Also, when a 2D window is called up (texture application mode, smoothing groups, etc), another bug is triggered:



Also, the texture shown in that image (inside the cross-shaped indention) is rendered translucent, with sky showing under it, when it's supposed to be completely opaque, as far as I can tell.

Any insight into this situation would be quite lovely. System specs are:

AMD Athlon XP 2700+ Processor
GeForce 6800XT (AGP), running ForceWare version 162.18 (Newest)
1.25GB RAM
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Old 09-24-2007, 04:29 PM   #2
Doompiggy
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The texture isn't translucent, VHE seems to add a lot of cubemap to textures like tile and windows.
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Old 09-24-2007, 04:41 PM   #3
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That problem (translucency) can be dealt with if you switch 3d camera to "Shaded Textured" or whatever, but the 3d camera being copied to 2d views won't go away.
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Old 09-24-2007, 07:32 PM   #4
trepid_jesse
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That's some old ass texture.

You're using ff_cz2/ff_concretefloor016a_d, right?

Well, that material is setup as a decal, hence the _d. We, haha, that... _d, what a stupid convention that was. I think we started using _decal later on.

Anyway, yeah, if you want to use that texture, just use the standard HL2 texture: concretefloor016a
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Old 09-24-2007, 08:34 PM   #5
m1sut0
 
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Thanks, dude. I would have -never- realized that. I'm not familiar with the whole decal material thing, and most of Source mapping in general...all of my experience comes from GoldSource (HL1 engine) mapping.

As for the weird translucency with that tile texture, is that due to a type of material, or is that Hammer being wonky again? I turned "shaded textured polygons" on in 3D view, and it righted itself...just curious, I guess.

Thanks again!
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