Fix For Phong Making My Stuff White?


Watevaman
08-16-2007, 02:44 PM
Alright, until recently, I've put up with this problem, but now that I'm getting into adding phong to stuff, it's not treating me nicely. I think I was told a while back that this is a problem with 6800's (I have a 6800GT), but my bud said he gets it with a 7600GT.

Here are two pics showing what I mean:

No Phong:
http://img251.imageshack.us/img251/4055/nophonghy5.jpg

Phong:
http://img174.imageshack.us/img174/8159/phongcn9.jpg

If you can't tell, phong makes the bit on his chest white, along with a few other surfaces that aren't shown in the picture.

Can someone tell me if it's a problem on my part, as in something that could be fixed by going over a certain area of the sheet or something?

Here's my .vmt if you need it.

VertexLitGeneric
{
"$basetexture" "models\player\sam_ct\body"
//"$envmap" "env_cubemap"
"$bumpmap" "models/player/sam_ct\body_normal"
//"$normalmapalphaenvmapmask" "1"
//"$envmapcontrast" 0.3
//"$envmapsaturation" 0.7
//"$envmaptint" "[ 0.36 0.36 0.36 ]"

//"$phong" "1"
"$phongboost" "1"
"$phongfresnelranges" "[.5 2 6]"
"$phongexponenttexture" "models/player/sam_ct\body_exp"
"$phongalbedotint" "1"
}


(yeah, I know albedo isn't supported, but I leave it in there, and I've tried it with it set to 1 and 0, doesn't affect it)

213
08-16-2007, 03:22 PM
have you test in-game?

Watevaman
08-16-2007, 03:53 PM
have you test in-game?

Yeah, the areas that are white in the HLMV are white ingame. Also, if I take off phong, but keep the normal map, the areas that are white with phong on will become white with my flashlight shining on them.

Wile E Coyote
08-16-2007, 04:00 PM
Sadly, I do not have a card that does this, so I have never been able to find a work-around or fix for it (it's hard to test for it if your card doesn't do it)

The only hint I can give you is that it happens ALWAYS in areas that the edges of the models itself are very close together and there is just a small space between them. You might try identifying those area on the alpha map and exponent map and toning those areas down a bit darker to see if that has an effect.

Watevaman
08-16-2007, 04:14 PM
Sadly, I do not have a card that does this, so I have never been able to find a work-around or fix for it (it's hard to test for it if your card doesn't do it)

The only hint I can give you is that it happens ALWAYS in areas that the edges of the models itself are very close together and there is just a small space between them. You might try identifying those area on the alpha map and exponent map and toning those areas down a bit darker to see if that has an effect.

Yeah, I've thought about doing that, but unfortunately the areas it always happens on are either REALLY small or blend in with the background a lot.

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