• glowing textures doesnt glow.
    7 replies, posted
i've made a texture emit light using lights.rad , but it doesnt glow in the dark . i already add a $selfillum in the texture vmt file but it still doesnt glow. After that i tried making the brush a func_brush. i use my physgun to select the brush and it would glow but stopped glowing as soon i stop selecting the brush using my physgun. heres a video, [video=youtube;BrcTYEcACvM]https://www.youtube.com/watch?v=BrcTYEcACvM&feature=youtu.be[/video]
Set the texture to UnlitGeneric instead of LightmappedGeneric
While on this topic... How to use a $selfillum[B]mask[/B] ? If I use a seperate texture (black background yellow parts that should glow) the texture doesnt change and the parts that are suposed to glow dont do that. In this case it is essential that the selfillummask isnt in the color maps alpha!
Do you have a $bumpmap or transparency? I believe they aren't supported.
[QUOTE=Firegod522;52319007]Set the texture to UnlitGeneric instead of LightmappedGeneric[/QUOTE] does that mean in the materials vmt file? , it says VertexLitGeneric , so i have to replace it with UnlitGeneric right? [editline]7th June 2017[/editline] it works perfectly now , thank you.
[QUOTE=Firegod522;52319373]Do you have a $bumpmap or transparency? I believe they aren't supported.[/QUOTE] Im only using a envmapmask but Ive tried without and had no luck. For reference: This texture is suppost to be a skyscaper facade where the regular texture has 4 windows. Now somehow a texture with the same resulution but with more windows on it should overlap and get some "random" windows to glow Orginially seen here: [url=https://facepunch.com/showthread.php?t=1525789&p=52287246&viewfull=1#post52287246]Facepunch Post[/url] Here is my vmt : [CODE]"LightmappedGeneric" { "$basetexture" "KingPommes/coruscant/facade01" "$surfaceprop" "glass" "$envmapmask" "KingPommes/coruscant/facade01_spec" "$envmap" "env_cubemap" "$envmaptint" "[ .5 .5 .5 ]" //Option A: Using a Detailtexture (works but doesnt glow too well in very dark areas): //"$detail" "KingPommes/coruscant/facade01_detail" //"$detailscale" "0.25" //"$detailblendfactor" "50" //Option B: Using a selfillummask (doesnt seem to work): //"$selfillum" "1" //"$selfillummask" "KingPommes/coruscant/facade01_illum" //"$selfillummasktransform" "center .5 .5 scale .25 .25 rotate 0 translate 0 0" //Option C: Using the alpha of the envmapmask as a selfillummask (doesnt seem to work either): //"$envmapmask" "KingPommes/coruscant/facade01_spec_alpha" //"$envmapmasktransform" "center .5 .5 scale .25 .25 rotate 0 translate 0 0" //"$selfillum_envmapmask_alpha" "1" //also replaces "$selfillum" "1" }[/CODE]
What branch are you using? gmod?
[QUOTE=Firegod522;52321901]What branch are you using? gmod?[/QUOTE] Yes it's Gmod
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