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Incomplete material data. #17
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@SharkPetro |
@H2xDev
glasswindow005c is a texture that correctly gets identified as transparent as there's
glasswindow005b is incorrectly set as transparent, instead the alpha channel should control emission as there's
EDIT: Also blendtextures don't work but you probably know that. |
@SharkPetro About blendtextures. There need a separate material shader for it that can have two textures. I already implemented the shader but i need to create a new BaseMaterial3D resource that will work this this shader and use it during import. Actually i don't really know how to implement it now. And there are some breaking changes regarding to config. Check the installation docs again :) |
I am stupid, sorry, clicking buttons accidentally, I didn't mean to close the issue. Everything works good except transparency does not get applied to any materials at all and detail blend mode is all wrong because the detail maps were meant to be used with blend modes completely different from "mix" or any others that are in Godot. Though to implement detail maps as they work in source there needs to be another custom shader. There's also mipblend parameter that controls the way detail maps interact with mip textures. But these are just some examples, I think for now it'll be good enough to have one blend mode Thank you for this update, the mipmaps alone are enough to make up for all else, and I have few enough transparent materials for it not to be an issue. |
Could you share the map you trying to import? I’d like to use it as test case :) |
Sure thing. Github doesn't support this file type so here's google drive link: https://drive.google.com/file/d/1uXSS8ys_J-BdhOkxnxVrX4pnQ8rIYgnc/view?usp=drive_link. It uses only Half Life 2 textures, all of which I stole from the game files. I am currently just removing detail folder from materials to get around the issue, so the map is looking almost exactly as it does in source and I couldn't be happier. |
Material importer ignores VMT properties other than $basetexture and VTF data other than the single image that is the base texture.
The biggest issue is the lack of mip texture export. Even with VTFs where mip textures are included, the importer ignores them.
It would be great if the most used properties changed Godot material properties such as $translucent turning transparency from disabled to alpha.
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