texture question

texture question

Re: texture question Posted by [RDC]Twitch on Mon Apr 18th 2011 at 6:34am
[RDC]Twitch
99 posts
Posted 2011-04-18 6:34am
99 posts 1085 snarkmarks Registered: Jun 6th 2009 Location: USA
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
Re: texture question Posted by Orpheus on Mon Apr 18th 2011 at 1:06pm
Orpheus
13860 posts
Posted 2011-04-18 1:06pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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.
Re: texture question Posted by Degenatron on Mon Apr 18th 2011 at 1:11pm
Degenatron
64 posts
Posted 2011-04-18 1:11pm
64 posts 1336 snarkmarks Registered: Dec 7th 2004 Occupation: IT Professional Location: USA
[RDC said:
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
Re: texture question Posted by [RDC]Twitch on Mon Apr 18th 2011 at 1:43pm
[RDC]Twitch
99 posts
Posted 2011-04-18 1:43pm
99 posts 1085 snarkmarks Registered: Jun 6th 2009 Location: USA
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
Re: texture question Posted by [RDC]Twitch on Mon Apr 18th 2011 at 5:51pm
[RDC]Twitch
99 posts
Posted 2011-04-18 5:51pm
99 posts 1085 snarkmarks Registered: Jun 6th 2009 Location: USA
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