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Valor is half transparent?


Zelyth

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Hey,

This is literally my first time ever mapping a lightbar, and it was going great (as far as I could tell...) and I was going to export the unfinished model so I could test it in-game. The original was absolutely fine, so I saved and closed, and I opened up a new window, put in my vehshare and valor textures, and then imported. The damn thing was half transparent, but it's quite odd because only the interior of the lightbar was transparent, while other textures are absolutely fine. See for yourself, I attached 2 screenshots, one of the back, one of the front. I tried exporting it again, didn't work. I tried exporting the lightbar by itself without the extras, same thing. I'm not sure if there's something wrong staring at me in the face, but this is my first time mapping a lightbar, so I really don't know.

 

I tried exporting with the original valor, and it works fine when I import it. And yes, I did try to take all of the extras and put them on a new one, but let's just say, that ended terribly. I must've accidentally rotated or re-sized the valor in an odd way at some point. Maybe that is causing the issue?

 

Here are the errors I get when importing:

 

Object "3rdtest.wft" was not found. Whole scene will be exported.
Texture"emerglights_fsvalor" was DXT1-compressed to store in file.
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Missing shader configuration for shader "gta_vehicle_Material" in material "Default Material". Defaulting to "gta_default".
Texture "vehicleenvmap128.png" was not found in "[search list]". file:TexturesService.cpp line:460
Texture "vehicleenvmap128.png" was not found in "[search list]". file:TexturesService.cpp line:460
Texture "vehicleenvmap128.png" was not found in "[search list]". file:TexturesService.cpp line:460
 
Here are the errors I get when exporting the totally fine version with extras:
 
 
Object "4thtest.wft" was not found. Whole scene will be exported.
Texture"emerglights_fsvalor" was DXT1-compressed to store in file.
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Using texture "emerglights_fsvalor" which doesn't suit settings for shader "gta_vehicle_lightsemissive".
Missing shader configuration for shader "gta_vehicle_Material" in material "Default Material". Defaulting to "gta_default".
 
 
If you understand my issue, please try to explain it in a way that I will understand, as I've really only been going at this for a few days.
 
Thank-you in advance.
~Zelyth
 
[EDIT] I have also attached the original version, from which whenever I export, causes this issue.
Edited by Zelyth

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I believe it's due to your glass for "3rdtest.wft" being above the main lightbar (a "misc_..." perhaps?) but below the ELS.

Try rearranging it like so:

 

ELS (extras 1 to 9)

main lightbar

glass (including [COL] if exists)

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I believe it's due to your glass for "3rdtest.wft" being above the main lightbar (a "misc_..." perhaps?) but below the ELS.

Try rearranging it like so:

 

ELS (extras 1 to 9)

main lightbar

glass (including [COL] if exists)

 

I'm using EVI's Valor, which is just one object, no COL, and no seperate glass. It all just came as one.

 

Here is my hierarchy:

 

"lightbar" is just the entire Valor.

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Try detaching the glass so it's a separate object.

 

Not quite sure how to do that, this is my second day on zmodeler. I'll give it a try, though.

 

Oh, and it's already below it on the hierarchy anyways, plus, it works fine on the other half?

Edited by Zelyth

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