Trying to make the lights on a texture glow. Alpha channel is set up correctly with the mask as far as I know.
https://puu.sh/Aeaay/7335bfd5a8.jpg
But ingame it's all lit up, like this.
https://puu.sh/AeagA/c0f61702e7.jpg
Using the alpha channel or using a seperate mask don't seem to have any effects, either way the whole thing is lit up.
VMT file looks like this:
LightmappedGeneric
{
$basetexture "console/Console"
$surfaceprop "Metal"
$bumpmap "console/Console_bump"
$selfillum "1"
}
Bumpmap is not compatible with selfillum
Also, your selfillum mask is too bright all around. It needs more contrast, eg the places you want dark need to be pitch black. Also, don't try to fake bloom n the selfillum mask. It doesn't really look as good as one might expect.
well not really. using a seperate mask yes that wont work but embedding the glowmap as the alpha channel of the diffuse works just fine. vmt will only need the selfillum parameter here. Furthermore an envmap can be used ONTOP of that as the alphachannel of the bump. The parameter "$normalmapalphaenvmapask" "1" (yes thats a long word) needs to be used in that case.
Making the alpha channel purely black, or half black and half white has no effect.
Thanks for the tip, but can't really work with it till I have the self-illum working in the first place.
Removing the bumpmap has no effect on the problem.
^ This is the sort of effect I'm aiming for.
I used blender to bake colored light emitted from actual lights onto a separate texture. overlayed it over the diffuse for color and turned it to greyscale for the alphachannel.
Sorry, you need to Log In to post a reply to this thread.