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View Full Version : models have weird transparancy


dizzyone
11-14-2006, 04:42 PM
Hi I have a really big problem that has stopped me from modelling for a while, im hopeless :(

let me start off with the pic:

http://img170.imageshack.us/img170/7883/maya2006111418270307qy7.jpg

as you can see, my car is transparant for some reason.
Its ment for HL2, and when I compile it with the hl2 compiling tools, it will look almost like this ingame.

Im not sure what the problem is, a few of my other models have the same problem.

ok heres some more info:

this is the shader, that came with the hl2 export tools for maya


shadingNode -asShader phongE;
string $shade[] = `ls -sl`;


int $Exists;

$Exists = `attributeQuery -n $shade[0] -ex matType`;
if ($Exists == 0)
{
addAttr -ln matType -at "enum" -en "VertexLitGeneric:UnLitGeneric:" $shade[0];
setAttr -e -keyable true ($shade[0] +".matType");
}

$Exists = `attributeQuery -n $shade[0] -ex nocull`;
if ($Exists == 0)
{
addAttr -ln nocull -at bool $shade[0];
setAttr -e -keyable true ($shade[0] +".nocull") 0;
}

$Exists = `attributeQuery -n $shade[0] -ex alphatest`;
if ($Exists == 0)
{
addAttr -ln alphatest -at bool $shade[0];
setAttr -e -keyable true ($shade[0] +".alphatest") 0;
}

$Exists = `attributeQuery -n $shade[0] -ex skins`;
if ($Exists == 0)
{
addAttr -ln skins -dt "string" $shade[0];
setAttr -e -keyable true ($shade[0] +".skins");
}

$Exists = `attributeQuery -n $shade[0] -ex nomip`;
if ($Exists == 0)
{
addAttr -ln nomip -at bool $shade[0];
setAttr -e -keyable true ($shade[0] +".nomip") 0;
}

$Exists = `attributeQuery -n $shade[0] -ex nonice`;
if ($Exists == 0)
{
addAttr -ln nonice -at bool $shade[0];
setAttr -e -keyable true ($shade[0] +".nonice") 0;
}


string $r = $shade[0] + ".roughness";
setAttr $r 0;
string $h = $shade[0] + ".highlightSize";
setAttr $h 0;


This has worked fine on some of my other models

This is how my texture looks like:

http://img141.imageshack.us/img141/5030/bugattifinal11kg8.jpg

alpha channel of my texture:

http://img93.imageshack.us/img93/4755/bugattifinalalphachanneqt6.jpg

its a 32bit tga file, which the texture converter of hl2 requires.

The texture file itself seems to be fine, if I invert the colors, the whole model will be fully transparant except the little windows infront of the front headlights (which is the part i want transparant)


last but not least, this is how its supposed to look ingame:
http://img141.imageshack.us/img141/8660/maya2006111418405970iv0.jpg



at any rate, I hope i just made a stupid mistake somewhere, and that someone can help me. Also I hope you guys can ignore the quality of the model or texture (the texture needs to be redone)

thanks in advance

I probly forgot something, but I'll add it if someone needs to see it.

edit: I forgot to say that it starts to happen when I put the texture file on the PhongE shader, it does the same when I apply a different shader. But the thing is the texture works fine on models that dont have this problem, and also textures from working models will give the same problem on this model.

dizzyone
11-14-2006, 11:57 PM
anyone have a clue? :(

isoparmB
11-15-2006, 07:03 AM
Could you post a pictured of the shading network?

dizzyone
11-15-2006, 01:30 PM
http://img172.imageshack.us/img172/7585/shadingnetworkpy8.jpg
Not sure if this is what you mean

isoparmB
11-15-2006, 02:00 PM
It seems that the out transparency of your sourceimage is being fed as the transparency of your shader, this is not always good. Would it be possible for you to create a separate sourceimage for the transparency map?

Or you can try feeding the outAlpha of your file texture to the transparencyR , G, and B of the shader via connection editor, since you say your image has the proper alpha channel. I don't think this will improve the viewport display, but it will work for the default render.

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