atrblizzard wrote:
I tried setting the materials to not use any transparency, but the result is the same, minus the transparency.
Those are only affected on the LightmappedGeneric shader (brushes, lightmapped surfaces) in the new engine, so that should be the source of this. Else, I would have the same issues with mal32's models.
I forgot to mention, the models render fine for me in HLMV and Hammer too. But not in-game.
Here are some screenshots of this issue:
This screenshot was taken place from a single position, but only the viewing direction was changed.
Here is the model viewing it from a regular position:
http://cid-75af2dc0e9756efb.skydrive.live.com/self.aspx/Misc/sm%5E_diner%5E_10000.jpgHere is the model viewing from the same position, only moved the viewpoint a bit to right.
http://cid-75af2dc0e9756efb.skydrive.live.com/self.aspx/Misc/sm%5E_diner%5E_10001.jpgHere is the model from the above viewpoint, again moved the viewpoint a bit to right.
http://cid-75af2dc0e9756efb.skydrive.live.com/self.aspx/Misc/sm%5E_diner%5E_10002.jpgBecause the models are layered and the materials are translucent, the painters rendering algorithm must be used.
The models and materials should be rendered from back to front.
The $nocull flag is used so none of the geometry is culled. The materials are translucent to allow the material to be applied to the rear of the geometry of the model when layered.
For a window with curtains, the curtains should be rendered last. The window frame should be slightly obscurred by the curtains because the curtains are translucent.
There has to be a bug in the engine as the translucent materials are not layered correctly in Valve's engine but layered correctly in Troika's.
Troika wrote their own shaders. There is no way to use Troika's shaders with Valves engine without reverse engineering them.