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.
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.
