• Portal 2: Gels not rendering...
    2 replies, posted
I don't know if this is the right place to post this, if it isn't ill change the place, but I used an autoexec.cfg file on portal 2 that makes the settings at their lowest (rubbish computer) and now the gels are invisible since some lines of code forces mat_fullbright 1 (changing it did nothing :pwn: ) Lines of code: [CODE]mat_shadowstate 0 r_shadowmaxrendered 0 r_shadowrendertotexture 0 r_shadows 0 cl_phys_props_enable 1 cl_phys_props_max 10 props_break_max_pieces 0 r_propsmaxdist 1 violence_ablood 0 violence_agibs 0 violence_hblood 0 violence_hgibs 0 cl_detaildist 0 cl_detailfade 0 cl_drawmonitors 0 cl_ejectbrass 0 cl_new_impact_effects 0 cl_show_splashes 0 func_break_max_pieces 0 glow_outline_effect_enable 0 lod_transitiondist 0 mat_antialias 1 mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause // a strange `shine' effect to appear on all players. mat_colorcorrection 0 mat_disable_bloom 1 mat_disable_fancy_blending 1 mat_disable_lightwarp 1 mat_disable_ps_patch 1 mat_filterlightmaps 0 mat_filtertextures 0 mat_forceaniso 1 mat_hdr_level 0 mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2 // to get it darker. Only works in fullscreen. mat_motion_blur_enabled 0 mat_parallaxmap 0 mat_picmip 2 mat_reducefillrate 1 mat_reduceparticles 1 mat_specular 0 mat_trilinear 0 mat_wateroverlaysize 1 mp_decals 0 r_3dsky 0 r_ambientboost 0 r_ambientfactor 0 r_ambientmin 0 r_avglight 0 r_cheapwaterend 1 r_cheapwaterstart 1 r_decals 1 r_decalstaticprops 0 r_dynamic 0 r_flashlightdepthtexture 0 r_lightaverage 0 r_maxdlights 2 r_propsmaxdist 0 r_renderoverlayfragment 0 r_staticprop_lod 4 r_waterdrawreflection 0 r_waterdrawrefraction 1 r_waterforceexpensive 0 r_waterforceexpensive 0 r_waterforcereflectentities 0 r_worldlights 0 rope_averagelight 0 rope_collide 0 rope_rendersolid 0 rope_shake 0 rope_smooth 0 rope_subdiv 0 rope_wind_dist 0 tf_particles_disable_weather 1 cl_disablehtmlmotd 1 mat_clipz 0 // FX card users should set this to 0 mat_vsync 0 r_fastzreject -1 dsp_enhance_stereo 0 dsp_slow_cpu 1 snd_async_fullyasync 1 snd_pitchquality 0 snd_spatialize_roundrobin 1 mat_fullbright 1[/CODE] Thanks! EDIT (very quick after posting this): The gels render while in air, just not on the floor. looking into the wiki, it says the map needs at least 1 light entity for gels to render. All i know is that mat_fullbright disables light entitys.
[IMG]http://abload.de/img/fdgdfgtosgy.png[/IMG]
I'm not making a map, I'm playing portal 2 normally, so why do I need to use hammer? EDIT: Oh wait, its because I said the wiki said the map needs 1 light entity to render gels. well this applies to normal gameplay, not map making...
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