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Не работает альфа канал

Backbreaker

графодрочер ксм
Dec 27, 2007
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Так. Чето я туго соображаю. Зачем ты показываешь параметры tga, если надо vtf? Может у тебя формат DXT1, который не держит альфа канал
 

Raid

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Jul 11, 2006
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2 Backbreaker:
Конвертор не жрёт ничего кроме тга. Без сохранения тга с альфами не будет работать.
 

Backbreaker

графодрочер ксм
Dec 27, 2007
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2 FiEctro:
Это маска для отражений, а не для прозрачности. Цвет можно подобрать любой

ZGreen уже ответил, вопрос думаю исчерпан
 

Raid

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Jul 11, 2006
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Итак, небольшое лирическое отступление. Тема создавалась как после того, как сохранённая в 32х битном режиме картинка отказывалась работать. Такое происходило только тогда, когда добавлял альфаканал. В остальных случаях всё отлично работает. Итак, скрины того, что будет с программами, если им подсунуть 32х битную версию. Оффтоп
 

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Raid

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Jul 11, 2006
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Поставил плагин на фш - заработало. Теперь возникли новые проблемы, на этот раз с самой хл2. Скрины в аттаче, лог ниже.


Code:
** Executing...
** Command: "C:\Games\HL2_UE\Engine1\bin\vbsp.exe"
** Parameters: -game "C:\Games\HL2_UE\Engine1\hl2" "C:\sourcesdk_content\hl2\mapsrc\ALPHATEST"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: C:\Games\HL2_UE\Engine1\hl2\materials
Loading C:\sourcesdk_content\hl2\mapsrc\ALPHATEST.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\sourcesdk_content\hl2\mapsrc\ALPHATEST.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (6581 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 64 texinfos to 24
Reduced 19 texdatas to 12 (608 bytes to 461)
Writing C:\sourcesdk_content\hl2\mapsrc\ALPHATEST.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Games\HL2_UE\Engine1\bin\vvis.exe"
** Parameters: -game "C:\Games\HL2_UE\Engine1\hl2" "C:\sourcesdk_content\hl2\mapsrc\ALPHATEST"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\sourcesdk_content\hl2\mapsrc\ALPHATEST.bsp
reading c:\sourcesdk_content\hl2\mapsrc\ALPHATEST.prt
  10 portalclusters
  18 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00 %)
Total clusters visible: 96
Average clusters visible: 9
Building PAS...
Average clusters audible: 10
visdatasize:124  compressed from 160
writing c:\sourcesdk_content\hl2\mapsrc\ALPHATEST.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Games\HL2_UE\Engine1\bin\vrad.exe"
** Parameters:  -game "C:\Games\HL2_UE\Engine1\hl2" "C:\sourcesdk_content\hl2\mapsrc\ALPHATEST"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\sourcesdk_content\hl2\mapsrc\ALPHATEST.bsp
77 faces
43831 square feet [6311741.00 square inches]
0 displacements
0 square feet [0.00 square inches]
77 patches before subdivision
2283 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 92577, max 158
transfer lists:   0.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(9604, 6248, 4714)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(2259, 754, 219)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(441, 76, 14)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(112, 9, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(29, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(8, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0046 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1% ) 
brushes                 19/8192          228/98304    ( 0.2% ) 
brushsides             114/65536         912/524288   ( 0.2% ) 
planes                  66/65536        1320/1310720  ( 0.1% ) 
vertexes               124/65536        1488/786432   ( 0.2% ) 
nodes                   39/65536        1248/2097152  ( 0.1% ) 
texinfos                24/12288        1728/884736   ( 0.2% ) 
texdata                 12/2048          384/65536    ( 0.6% ) 
dispinfos                0/0               0/0        ( 0.0% ) 
disp_verts               0/0               0/0        ( 0.0% ) 
disp_tris                0/0               0/0        ( 0.0% ) 
disp_lmsamples           0/0               0/0        ( 0.0% ) 
faces                   77/65536        4312/3670016  ( 0.1% ) 
hdr faces                0/65536           0/3670016  ( 0.0% ) 
origfaces               39/65536        2184/3670016  ( 0.1% ) 
leaves                  41/65536        1312/2097152  ( 0.1% ) 
leaffaces               85/65536         170/131072   ( 0.1% ) 
leafbrushes             48/65536          96/131072   ( 0.1% ) 
areas                    2/256            16/2048     ( 0.8% ) 
surfedges              502/512000       2008/2048000  ( 0.1% ) 
edges                  278/256000       1112/1024000  ( 0.1% ) 
LDR worldlights          2/8192          176/720896   ( 0.0% ) 
HDR worldlights          0/8192            0/720896   ( 0.0% ) 
waterstrips              0/32768           0/327680   ( 0.0% ) 
waterverts               0/65536           0/786432   ( 0.0% ) 
waterindices             0/65536           0/131072   ( 0.0% ) 
cubemapsamples           1/1024           16/16384    ( 0.1% ) 
overlays                 0/512             0/180224   ( 0.0% ) 
LDR lightdata         [variable]       71292/0        ( 0.0% ) 
HDR lightdata         [variable]           0/0        ( 0.0% ) 
visdata               [variable]         124/16777216 ( 0.0% ) 
entdata               [variable]         491/393216   ( 0.1% ) 
LDR leaf ambient        41/65536         984/1572864  ( 0.1% ) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0% ) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0% ) 
occluder vert ind        0/0               0/0        ( 0.0% ) 
detail props          [variable]           1/12       ( 8.3% ) 
static props          [variable]           1/12       ( 8.3% ) 
pakfile               [variable]       22329/0        ( 0.0% ) 

Level flags = 0

Win32 Specific Data:
physics               [variable]        6581/4194304  ( 0.2% ) 
==== Total Win32 BSP file data space used: 120561 bytes ====

Total triangle count: 192
Writing c:\sourcesdk_content\hl2\mapsrc\ALPHATEST.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\sourcesdk_content\hl2\mapsrc\ALPHATEST.bsp" "C:\Games\HL2_UE\Engine1\hl2\maps\ALPHATEST.bsp"

[ADDED=Raid]1276674875[/ADDED]
Так, похоже альфа-каналы и бамп-маппинг несовместимы...
 

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Last edited:

Backbreaker

графодрочер ксм
Dec 27, 2007
3,094
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Сохрани альфу в нормалке и замени $basealphaenvmapmask на $normalmapalphaenvmapmask. В теории должно сработать
 

Raid

VIP
Jul 11, 2006
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Скачал VTF-плагин для фотошопа. Всё заработало, если сохранять с помощью него.
 

karsar

K
2 Raid:
Насколько я помню, ты тутор обещал написать. Процесс идёт?

[ADDED=karsar]1278678110[/ADDED]
А ведь VTF-плагин для фотошопа довольно известная вещь
 
Last edited:

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