Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If the part you wish to make invisible is separated .msh file that is listed in the .mdl, you can delete its block from .mdl. This way you don't need to touch textures and create own .mtl file for it.
Does it matter which DXT5 option I use? There is BC3, RXGB, Alpha Exponent, and two YCoCg options.
Unfortunately it's a single mesh using two .mtl for different parts. Agree it would be so much easier if each "part" had it's own mesh.
Success! The albedo .tga I got from the sample mod was not completely transparent, it had a gradient. So I deleted that to make it 100% transparent, saved it as BC3 .dds, and the "ghosting" was instantly gone. And now it doesn't care whether or not I link any ao or normal maps.
I also had to change the alphaThreshold to 1 (actually just anything greater than 0) so the invisible geometry doesn't cast shadows on other surfaces.
No more sloppy z-buffer hiding haha! Thanks!