texture question
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Re: texture question
Posted by [RDC]Twitch on Mon Apr 18th at 6:34am 2011


I got these textures for the seven co-op mapping forums.

I noticed that some textures have an additional texture that appears all black except for areas that are glowing or bright. How do you use these textures in game and what is the process to make my own?






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Half-Life, Half-Life 2, and Q3 engine mapping



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Re: texture question
Posted by Orpheus on Mon Apr 18th at 1:06pm 2011


Textures like these, use to be animated. I dunno if these are, but its prolly the case. The engine loads them so they look like they have blinking lights and graphs.



The best things in life, aren't things.



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Re: texture question
Posted by Degenatron on Mon Apr 18th at 1:11pm 2011


Quoting [RDC
Twitch]I got these textures for the seven co-op mapping forums.

I noticed that some textures have an additional texture that appears all black except for areas that are glowing or bright. How do you use these textures in game and what is the process to make my own?


I'm not real sure.

My guess is that the extra textures are for an "effect" that you lay on top of the other. So, for example, on the teleport textures, you'd make a teleport brush like normal with the first texture. And then you'd make another brush that has the "glow" texture on it, and you'd turn that brush into a func_illusionary, and then set the Render Mode to "glow" and change the FX color to whatever color you want it to be.

The same effects could be applied to a func_wall_toggle with a different FX color so that the glow could be changed.

That's just a guess though.

Hope that helps,
D-Gen




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Re: texture question
Posted by [RDC]Twitch on Mon Apr 18th at 1:43pm 2011


Thanks guys. I did some testing and worked by adding a thin layer of the same texture in front of the sign, but applying the addictive effect.

Apply these for the thin layer:

Rendermode: Addictive
Renderamt: 255 (The less, the less brighter it is)
Renderfx: Normal (Apply some effects if you want to make it even cooler)



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Half-Life, Half-Life 2, and Q3 engine mapping



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Re: texture question
Posted by [RDC]Twitch on Mon Apr 18th at 5:51pm 2011


To clarify. Just make a 1 unit think func_illusionary with null on all sides except for the side you place the glo texture on. Put that right on top of the brush with the normal texture on it.

Looks awesome!



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Half-Life, Half-Life 2, and Q3 engine mapping




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