• How do I get a green screen texture for brushes?
    5 replies, posted
I can't figure out how to set a texture like on this map, [url]http://www.garrysmod.org/downloads/?a=view&id=7939[/url], in hammer.
Well, there's those light textures that are blank.
Make your texture a 8x8 pixel solid color .vtf, then put "[URL="https://developer.valvesoftware.com/wiki/UnlitGeneric"]UnlitGeneric[/URL]" (instead of VertexLitGeneric) at the top line for your texture's .vmt file. The UnlitGeneric parameter will make it so that the texture is always lit fullbright at all times so there shouldn't be any shadows that might interfere with greenscreening Or in the case of making textures that go onto Brushes, instead of "VertexLitGeneric" it would normally say "LightmappedGeneric", which you can still replace with "UnlitGeneric" I guess
Thank you. [editline]10th March 2013[/editline] The unlit is still showing shadows and decals.
[QUOTE=-TB-;39869782]Thank you. [editline]10th March 2013[/editline] The unlit is still showing shadows and decals.[/QUOTE] Try making it a func_brush and disable shadows on it? Whatever face of the brush is using your unlit texture shouldn't be having any shadows cast onto it is what I thought you'd want, the whole brush itself will still cast shadows though if its being lit up by a Light or Light_environment
Or you could use the tools/white texture, make it into a func_Brush and then set the color to green. This would stop the need for a custom texture. Not that one green texture is allot, but it's already one asset less to keep track of.
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