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Gravemind
March 19th, 2010, 12:28 AM
Im trying to make a halo3 assault rifle, ive got the model done but it keeps acting weird ingame...
No matter what i do with the shaders and bitmaps it always has these problems:
It either goes all weird like this: (3ds max also does this when i have hardware shading turned on)
http://img441.imageshack.us/i/pic1qq.png (http://img441.imageshack.us/i/pic1qq.png/)

or it has weird random colour differences like this: (mainly on the top of the ar and on the grip)
http://img443.imageshack.us/i/pic2r.png (http://img443.imageshack.us/i/pic2r.png/)

can someone tell me whats causing this?

Kalub
March 19th, 2010, 03:24 AM
Looks like an Alpha channel thinking it's transparent to me.


Remake your shaders and make them just simple (basic diffuse and nothing more) and see what happens.

Gravemind
March 19th, 2010, 04:06 AM
It just went mostly invisible again... Could this be the problem?:
==> !!WARNING!! bitmap with greater than 1-bit alpha being compressed as DXT1 <==

tool says it with all the bitmaps i compile, how do i fix this?

Dwood
March 19th, 2010, 04:38 AM
Change the compression to dxt3 in the bitmap tag, and recompile the real bitmap.

Gravemind
March 19th, 2010, 04:44 AM
I changed it to DXT3 with kornman00 (normal guerilla wouldnt let me) and it just went back to DXT1 when i recompiled it

Edit: I took out the alpha but now instead of being half invisible it has the annoying weird colour difference like in the 2nd pic.

Choking Victim
March 19th, 2010, 09:07 AM
Halo 3 uses the alpha channel as the specular mask. Remove the alpha channel and recompile as DXT1. If your lazy, check the "not alpha-tested" flag in the shader model tag and you won't have to recompile.

Gravemind
March 19th, 2010, 06:40 PM
It still has the random highlights, ill redo the materials in max and try to make the shaders better