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...
Sorry, you need to Log In to post a reply to this thread.