Newxog volume: Difference between revisions
MyGamepedia (talk | contribs) (→Issues) |
SirYodaJedi (talk | contribs) m (Clean up galleries) |
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=400px widths=320px> | ||
File:xogtype1.jpg | File:xogtype1.jpg|BBOX | ||
File:xogtype2.jpg | File:xogtype2.jpg|Ellipsoid | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:colortop1.jpg | File:colortop1.jpg|colorTop - 255 0 0. colorBottom - 0 255 0. | ||
File:colortop2.jpg | File:colortop2.jpg|colorTop - 0 0 255. colorBottom - 0 255 0. | ||
File:colortop3.jpg | File:colortop3.jpg|colorTop - 255 0 255. colorBottom - 0 255 0. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines widths=320px heights=290px> | ||
File:colortop1.jpg | File:colortop1.jpg|colorTop - 255 0 0. colorBottom - 0 255 0. | ||
File:CColorbottom2.jpg | File:CColorbottom2.jpg|colorTop - 255 0 0. colorBottom - 255 255 255. | ||
File:CColorbottom3.jpg | File:CColorbottom3.jpg|colorTop - 255 0 0. colorBottom - 0 255 255. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:cdiststart1.jpg | File:cdiststart1.jpg|distStart - 10. distEnd - 100. | ||
File:diststart2.jpg | File:diststart2.jpg|distStart - 70. distEnd - 100. | ||
File:diststart3.jpg | File:diststart3.jpg|distStart - 200. distEnd - 100. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Bug examples| | {{expand|title=Bug examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:XogdistBug1.jpg | File:XogdistBug1.jpg|Black Mesa - <code>bm_c1a2c</code>. As you can see, the fog is drawn through the geometry and models (with exception of [[viewmodel]]). | ||
File:XogdistBug2.jpg | File:XogdistBug2.jpg|Black Mesa - <code>bm_c1a2c</code>. As you can see, the fog is drawn through the geometry and models (with exception of [[viewmodel]]). | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:distend1.jpg | File:distend1.jpg|distStart - 10. distEnd - 100. | ||
File:distend2.jpg | File:distend2.jpg|distStart - 10. distEnd - 700. | ||
File:distend3.jpg | File:distend3.jpg|distStart - 10. distEnd - 2000. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Bug examples| | {{expand|title=Bug examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:XogdistBug1.jpg | File:XogdistBug1.jpg|Black Mesa - <code>bm_c1a2c</code>. As you can see, the fog is drawn through the geometry and models (with exception of [[viewmodel]]). | ||
File:XogdistBug2.jpg | File:XogdistBug2.jpg|Black Mesa - <code>bm_c1a2c</code>. As you can see, the fog is drawn through the geometry and models (with exception of [[viewmodel]]). | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:distDensity1.jpg | File:distDensity1.jpg|0 | ||
File:distDensity2.jpg | File:distDensity2.jpg|1 | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:opacityOffsetTop1.jpg | File:opacityOffsetTop1.jpg|opacityOffsetTop - 0.0. | ||
File:opacityOffsetTop2.jpg | File:opacityOffsetTop2.jpg|opacityOffsetTop - 0.5. | ||
File:opacityOffsetTop3.jpg | File:opacityOffsetTop3.jpg|opacityOffsetTop - 2.0. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:opacityOffsetBottom1.jpg | File:opacityOffsetBottom1.jpg|opacityOffsetBottom - 0.0. | ||
File:opacityOffsetBottom2.jpg | File:opacityOffsetBottom2.jpg|opacityOffsetBottom - 0.2. | ||
File:opacityOffsetBottom3.jpg | File:opacityOffsetBottom3.jpg|opacityOffsetBottom - 1.0. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:htZStart1.jpg | File:htZStart1.jpg|htZStart - 80. htZEnd - 0. | ||
File:htZStart2.jpg | File:htZStart2.jpg|htZStart - 90. htZEnd - 0. | ||
File:htZStart3.jpg | File:htZStart3.jpg|htZStart - 90. htZEnd - 10. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:htZEnd1.jpg | File:htZEnd1.jpg|htZStart - 0. htZEnd - 80. | ||
File:htZEnd2.jpg | File:htZEnd2.jpg|htZStart - 0. htZEnd - 120. | ||
File:htZEnd3.jpg | File:htZEnd3.jpg|htZStart - 0. htZEnd - 400. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:htZColStart1.jpg | File:htZColStart1.jpg|htZColStart - 0. | ||
File:htZColStart2.jpg | File:htZColStart2.jpg|htZColStart - 50. | ||
File:htZColStart3.jpg | File:htZColStart3.jpg|htZColStart - 150. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:htZColStart1.jpg | File:htZColStart1.jpg|htZColEnd - 400. | ||
File:htZColEnd2.jpg | File:htZColEnd2.jpg|htZColEnd - 100. | ||
File:htZColEnd3.jpg | File:htZColEnd3.jpg|htZColEnd - 190. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:noise1ScrollSpeed1_n.gif | File:noise1ScrollSpeed1_n.gif|noise1ScrollSpeed - 1 0 0. | ||
File:noise1ScrollSpeed2_n.gif | File:noise1ScrollSpeed2_n.gif|noise1ScrollSpeed - 0 1 0. | ||
File:noise1ScrollSpeed3_n.gif | File:noise1ScrollSpeed3_n.gif|noise1ScrollSpeed - 0 0 1. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:noise1Tiling1.jpg | File:noise1Tiling1.jpg|noise1Tiling - 10 1 1. | ||
File:noise1Tiling2.jpg | File:noise1Tiling2.jpg|noise1Tiling - 1 10 1. | ||
File:noise1Tiling3.jpg | File:noise1Tiling3.jpg|noise1Tiling - 1 1 10. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:noise2ScrollSpeed1_n.gif | File:noise2ScrollSpeed1_n.gif|noise2ScrollSpeed - 1 0 0. | ||
File:noise2ScrollSpeed2_n.gif | File:noise2ScrollSpeed2_n.gif|noise2ScrollSpeed - 0 1 0. | ||
File:noise2ScrollSpeed3_n.gif | File:noise2ScrollSpeed3_n.gif|noise2ScrollSpeed - 0 0 1. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:noise2Tiling1.jpg | File:noise2Tiling1.jpg|noise2Tiling - 10 1 1. | ||
File:noise2Tiling2.jpg | File:noise2Tiling2.jpg|noise2Tiling - 1 10 1. | ||
File:noise2Tiling3.jpg | File:noise2Tiling3.jpg|noise2Tiling - 1 1 10. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:noisecontrast1.jpg | File:noisecontrast1.jpg|0.1 | ||
File:noisecontrast2.jpg | File:noisecontrast2.jpg|1.0 | ||
File:noisecontrast3.jpg | File:noisecontrast3.jpg|3.0 | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=290px widths=320px> | ||
File:noisemultiplier1.jpg | File:noisemultiplier1.jpg|0.1 | ||
File:noisemultiplier2.jpg | File:noisemultiplier2.jpg|1 | ||
File:noisemultiplier3.jpg | File:noisemultiplier3.jpg|10 | ||
</gallery> | </gallery> | ||
}} | }} | ||
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{{expand|title=Examples| | {{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=400px widths=320px> | ||
File:enablevol_height1.jpg | File:enablevol_height1.jpg|Enable Height Blend - No. colorTop - 255 0 0 255, colorBottom - 0 255 0 255. | ||
File:enablevol_height2.jpg | File:enablevol_height2.jpg|Enable Height Blend - Yes. colorTop - 255 0 0 255, colorBottom - 0 255 0 255. | ||
</gallery> | </gallery> | ||
}} | }} | ||
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Xog all time fully rendering through everything with [[material]] [[shader]] parameter [[$translucent]]. This happen because of game can't tell the depth of scene because of the transparency. | Xog all time fully rendering through everything with [[material]] [[shader]] parameter [[$translucent]]. This happen because of game can't tell the depth of scene because of the transparency. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=410px widths=320px> | ||
File:XBugHah.jpg | File:XBugHah.jpg| No [[$translucent]]. Behind the wall placed xog volume and some models with small room. | ||
File:XBugDamn.jpg | File:XBugDamn.jpg| With [[$translucent]]. Now player see everything, but only what in xog. | ||
</gallery> | </gallery> | ||
Similar issue happen if use [[$alphatestreference]] incorrectly. | Similar issue happen if use [[$alphatestreference]] incorrectly. | ||
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This problem also applies to brushes which not have [[$translucent]], but which parented to brushes that have this parameter. Similar will happen if brush with [[$translucent]] is part of your brush entity. Same will happen if you use [[overlays]]/[[decals]] on brushes with [[$translucent]]. | This problem also applies to brushes which not have [[$translucent]], but which parented to brushes that have this parameter. Similar will happen if brush with [[$translucent]] is part of your brush entity. Same will happen if you use [[overlays]]/[[decals]] on brushes with [[$translucent]]. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=410px widths=320px> | ||
File:XMS1.jpg | File:XMS1.jpg| Metal speaker is overlay that use [[$alphatest]], but xog fully visible anyway, because overlay pasted on the transparency window. | ||
</gallery> | </gallery> | ||
This issues does not happen if replace [[LightmappedGeneric]] to [[ShatteredGlass]] or [[UnlitGeneric]], so, you can use one of them for glass or transparency surfaces when it's needed. | This issues does not happen if replace [[LightmappedGeneric]] to [[ShatteredGlass]] or [[UnlitGeneric]], so, you can use one of them for glass or transparency surfaces when it's needed. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=410px widths=320px> | ||
File:XHahF1.jpg | File:XHahF1.jpg| [[LightmappedGeneric]]. | ||
File:XHahF2.jpg | File:XHahF2.jpg| [[ShatteredGlass]]. | ||
</gallery> | </gallery> | ||
In some cases use [[$alphatest]] if it'll give similar to [[$translucent]] resualts. | In some cases use [[$alphatest]] if it'll give similar to [[$translucent]] resualts. | ||
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For examples used this texture with this alpha channel. | For examples used this texture with this alpha channel. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=410px widths=320px> | ||
File:C_ATSC_D.jpg | File:C_ATSC_D.jpg| Diffuse texture. | ||
File:C_ATSC_A.jpg | File:C_ATSC_A.jpg| Alpha channel. | ||
</gallery> | </gallery> | ||
Here xog placed behind wall with the texture. We can see the circle part of that have alpha channel part which is invisible due to $alphatest, with enabled xog we see that the invisible part doesn't show through itself deferred lighting with shadows. | Here xog placed behind wall with the texture. We can see the circle part of that have alpha channel part which is invisible due to $alphatest, with enabled xog we see that the invisible part doesn't show through itself deferred lighting with shadows. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=410px widths=320px> | ||
File:x_ODSL_1_С.jpg | File:x_ODSL_1_С.jpg| Xog volume disabled. | ||
File:x_ODSL_2_С.jpg | File:x_ODSL_2_С.jpg| Xog volume enabled. | ||
</gallery> | </gallery> | ||
If use very low numbers you will see resualts like in the pictures. | If use very low numbers you will see resualts like in the pictures. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=410px widths=320px> | ||
File:xCCCC_11.jpg | File:xCCCC_11.jpg|Xog volume disabled. | ||
File:x_CCCC_12.jpg | File:x_CCCC_12.jpg|Xog volume enabled. | ||
</gallery> | </gallery> | ||
<br> | <br> | ||
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For some reason <code>Motion blur</code> blurring viewmodel xog layer, you can notice this when you just rotate camera. This issue happen even if xog behind other objects. | For some reason <code>Motion blur</code> blurring viewmodel xog layer, you can notice this when you just rotate camera. This issue happen even if xog behind other objects. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=550px widths=320px> | ||
File: xVLLBASUalt.gif | File: xVLLBASUalt.gif|An example. | ||
</gallery> | </gallery> | ||
---- | ---- | ||
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If you don't use <code>Full Screen</code> - xog will incorrectly applying to screen. | If you don't use <code>Full Screen</code> - xog will incorrectly applying to screen. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=250px widths=320px> | ||
File: XIWWT.gif | File: XIWWT.gif|An example. | ||
</gallery> | </gallery> | ||
---- | ---- | ||
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Don't use xog volumes in your 3D skyboxes, none of them will work at all. | Don't use xog volumes in your 3D skyboxes, none of them will work at all. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=350px widths=320px> | ||
File:XogIn3DSky.jpg | File:XogIn3DSky.jpg|An example. We see that xog volume works fine, but 3D Skybox don't draw it. | ||
</gallery> | </gallery> | ||
---- | ---- | ||
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Unlike deferred lighting, xog doesn't refract by refract shader, also fully draw through. | Unlike deferred lighting, xog doesn't refract by refract shader, also fully draw through. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=350px widths=320px> | ||
File:AnXodexample.gif | File:AnXodexample.gif|An example. | ||
</gallery> | </gallery> | ||
If model with refraction behind wall with refraction - this cause issues like this. | If model with refraction behind wall with refraction - this cause issues like this. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=250px widths=320px> | ||
File:XogRefractBugs_1.jpg | File:XogRefractBugs_1.jpg|The magnifying lamps behind the wall with refraction. This wall doesn't show magnifying lamps to escape issues, but xog break this. | ||
</gallery> | </gallery> | ||
Similar issue with cloak material shader parameter. | Similar issue with cloak material shader parameter. | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=350px widths=320px> | ||
File:XogAndCloak.jpg | File:XogAndCloak.jpg|An example with [[npc_human_assassin]]. | ||
</gallery> | </gallery> | ||
---- | ---- | ||
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{{confirm|Does something like this happen with [[newxog_global]] ?}} | {{confirm|Does something like this happen with [[newxog_global]] ?}} | ||
<br> | <br> | ||
<gallery mode= | <gallery mode=nolines heights=350px widths=320px> | ||
File:Xoglinux.jpg | File:Xoglinux.jpg|Screenshoot by Pandela❦. | ||
</gallery> | </gallery> | ||
---- | ---- | ||
====Weird issue with refracting water==== | ====Weird issue with refracting water==== | ||
If players camera hit refracting water - surface models become translucent. | If players camera hit refracting water - surface models become translucent. | ||
<gallery mode= | <gallery mode=nolines heights=350px widths=320px> | ||
File:XogRefW1.jpg | File:XogRefW1.jpg|Players camera doesn't hit the water. | ||
File:XogRefW2.jpg | File:XogRefW2.jpg|Players camera hit the water. | ||
</gallery> | </gallery> | ||
Similar issue with underwater models if players camera doesn't hit refracting water. | Similar issue with underwater models if players camera doesn't hit refracting water. | ||
<gallery mode= | <gallery mode=nolines heights=350px widths=320px> | ||
File:XogRefW3.jpg | File:XogRefW3.jpg|Players camera doesn't hit the water. | ||
File:XogRefW4.jpg | File:XogRefW4.jpg|Players camera hit the water. | ||
</gallery> | </gallery> | ||
{{confirm|Is there a way to fix this and don't remove refracion from water material ?}} | {{confirm|Is there a way to fix this and don't remove refracion from water material ?}} |
Revision as of 11:51, 10 March 2024


Keyvalues
- Enabled (Enabled) <choices>
- Enable/Disable this Entity.
Determines is this entity enabled or disabled on spawn.
- 0: Enabled
- 1: Disabled
- 0:0: LocalVolume BBOX
- 1:1: LocalVolume Ellipsoid
|
- colorMode (colormode) <choices>
- Determines color mode.
- 0:0:StaticColor
- 1:1:1DGradTexture
- 2:2: CubeGradTexture
- Texture name Grad Texture (texname) <string>
- Xog gradient texture name. The default is
xen/effects/xen_sky_6_blurred_32
.
- colorTop (colortop) <color255>
- Xog top color. This is the main color of xog that uses if
Enable Height Blend
KV is disabled.
|

- colorBottom (colorbottom) <color255>
- Xog bottom color. Requires enabled
Enable Height Blend
to be working.
|
- distStart (diststart) <float>
- distStart
Xog start draw distance.
|

|
- distEnd (distend) <float>
- distEnd
Xog end draw distance.
|

|

- distDensity (distdensity) <float>
- distDensity
Density of xog entity, only values from 0 to 1 works.
|
- opacityOffsetTop (opacityoffsettop) <float>
- opacityOffsetTop
Offsets top color of xog.
|
- opacityOffsetBottom (opacityoffsetbottom) <float>
- opacityOffsetBottom
Offsets bottom color of xog.
|
- htZStart (htzstart) <float>
- htZStart
Height that xog starts rendering at.
|
- htZEnd (htzend) <float>
- htZEnd
Height that xog stops rendering at.
|
- htZColStart (htzcolstart) <float>
- htZColStart
Height that xog color starts rendering at. Results depend on htZColEnd
value.
|
- htZColEnd (htzcolend) <float>
- htZColEnd
Height that xog color stops rendering at. Results depend on htZColStart
value.
|
- noise1ScrollSpeed (noise1scrollspeed) <vector>
- Layer one, speed at which noise moves trough xog volume (X Y Z).
|
- noise1Tiling (noise1tiling) <vector>
- Layer one, tiling speed at which noise moves trough xog volume (X Y Z).
|
- noise2ScrollSpeed (noise2scrollspeed) <vector>
- Layer two, speed at which noise moves trough xog volume (X Y Z).
|
- noise2Tiling (noise2tiling) <vector>
- Layer two, tiling speed at which noise moves trough xog volume (X Y Z).
|
- noiseContrast (noisecontrast) <float>
- Contrast of xog.
|
- noiseMultiplier (noisemultiplier) <float>
- Multiplier of xog.
|
- Enable Height Blend (enablevol_height) <choices>
- Enable/Disable this heightbased xog.
Determines bottom color and blending is disabled or enabled.
- 0: Disabled
- 1: Enabled
|
Flags
|
Inputs
- TurnOn <void>
- Turn xog on.
- TurnOff <void>
- Turn xog off.
|
Outputs
|
Issues
Xog incorrect work with $translucent
Xog all time fully rendering through everything with material shader parameter $translucent. This happen because of game can't tell the depth of scene because of the transparency.
No $translucent. Behind the wall placed xog volume and some models with small room.
With $translucent. Now player see everything, but only what in xog.
Similar issue happen if use $alphatestreference incorrectly.
This problem also applies to brushes which not have $translucent, but which parented to brushes that have this parameter. Similar will happen if brush with $translucent is part of your brush entity. Same will happen if you use overlays/decals on brushes with $translucent.
Metal speaker is overlay that use $alphatest, but xog fully visible anyway, because overlay pasted on the transparency window.
This issues does not happen if replace LightmappedGeneric to ShatteredGlass or UnlitGeneric, so, you can use one of them for glass or transparency surfaces when it's needed.
In some cases use $alphatest if it'll give similar to $translucent resualts.
Xog incorrect work with $alphatestreference and $allowalphatocoverage
$alphatestreference is a material shader parameter that specifies the threshold alpha channel value at which the surface should be transparent instead of opaque, default "0.5". $allowalphatocoverage creates translucent steps based on alpha values. Both have one and same problems with deferred lighting.
For examples used this texture with this alpha channel.
Here xog placed behind wall with the texture. We can see the circle part of that have alpha channel part which is invisible due to $alphatest, with enabled xog we see that the invisible part doesn't show through itself deferred lighting with shadows.
If use very low numbers you will see resualts like in the pictures.
You can't escape this problem, only minimize effect with $alphatestreference 0.1
or if paint alpha correct channel.
Motion blur blurring viewmodel xog layer
For some reason Motion blur
blurring viewmodel xog layer, you can notice this when you just rotate camera. This issue happen even if xog behind other objects.
Xog incorrect work with -tools
If you don't use Full Screen
- xog will incorrectly applying to screen.
Xog volume doesn't work with 3D Skybox
Don't use xog volumes in your 3D skyboxes, none of them will work at all.
Xog doesn't refract by refract shader and fully draw through
Unlike deferred lighting, xog doesn't refract by refract shader, also fully draw through.
If model with refraction behind wall with refraction - this cause issues like this.
Similar issue with cloak material shader parameter.
An example with npc_human_assassin.
Xog volume atrociously work with Linux and Linux based OS
Xog volume flickers and draws through all object (with exception of viewmodel) on Linux. Linux port is atrocious. The only thing that can help is Proton. The only platform that works fine with Black Mesa is Windows.

Weird issue with refracting water
If players camera hit refracting water - surface models become translucent.
Similar issue with underwater models if players camera doesn't hit refracting water.
