My custom texture is self illuminated

My custom texture is self illuminated

Re: My custom texture is self illuminated Posted by Karpov on Wed Oct 11th 2006 at 7:56pm
Karpov
6 posts
Posted 2006-10-11 7:56pm
Karpov
member
6 posts 1 snarkmarks Registered: Oct 11th 2006
here's the vmt

"lightmappedgeneric"
{
"$baseTexture" "blood/puertamauso"
"$surfaceprop" "brick"
}

when i'm in the game the texture looks like a light bulb or a tv screen, and it is not affected by any light. And my map is dark so it looks horrible.

that's all, thank you
Re: My custom texture is self illuminated Posted by Campaignjunkie on Wed Oct 11th 2006 at 8:26pm
Campaignjunkie
1309 posts
Posted 2006-10-11 8:26pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Hmm. I don't see anything wrong. Maybe it's case-sensitive? Try "LightmappedGeneric" instead.

If that doesn't work, can you post a screenshot of what the texture looks like in-game? Host it temporarily on Imageshack or Photobucket or something.
Re: My custom texture is self illuminated Posted by Karpov on Wed Oct 11th 2006 at 10:13pm
Karpov
6 posts
Posted 2006-10-11 10:13pm
Karpov
member
6 posts 1 snarkmarks Registered: Oct 11th 2006
I tried but nothing happened.

http://img295.imageshack.us/img295/3268/wallillumto2.jpg

the room is illuminated with fire, so everything should be a bit orange or yellow, but the wall is not.

i'll try to edit one of the original textures and see what happens
Re: My custom texture is self illuminated Posted by reaper47 on Thu Oct 12th 2006 at 10:31am
reaper47
2827 posts
Posted 2006-10-12 10:31am
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Try opening an original, very simple, example texture from HL2 (make sure it's not a model texture or anything) and paste and copy all the values, just changing the names. Then try removing values until it works.

If it doesn't try using another basetexture. Maybe the tga source file for the VTF you are using isn't saved correctly (should be a 24 bit RGB picture). Maybe you forgot something there and the image is not correct?

Usually starting from scratch using some tutorial is simpler than checking every value.
Re: My custom texture is self illuminated Posted by Karpov on Thu Oct 12th 2006 at 11:36pm
Karpov
6 posts
Posted 2006-10-12 11:36pm
Karpov
member
6 posts 1 snarkmarks Registered: Oct 11th 2006
I found something:

I have two game configurations, Half life2 and my mod. When open Hammer with my mod and compile the map the custom textures are alright but not the HL2 ones. If I compile it with the Hl2 game configuration the custom textures are illuminated.
Could it be a problem with the game configurations?
Re: My custom texture is self illuminated Posted by Campaignjunkie on Fri Oct 13th 2006 at 4:28am
Campaignjunkie
1309 posts
Posted 2006-10-13 4:28am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
What AppID is your mod based on? Try switching the AppID in the gameinfo.txt to 220 temporarily. The Source SDK Base (AppID 215) might still be buggy.

Or, you could try putting your textures in \half-life 2\hl2\materials and loading up the HL2 game configuration to see if they work correctly.

Both are ways to make sure it's not the actual texture files' fault but instead the game configuration problem.
Re: My custom texture is self illuminated Posted by Karpov on Sat Oct 14th 2006 at 5:59am
Karpov
6 posts
Posted 2006-10-14 5:59am
Karpov
member
6 posts 1 snarkmarks Registered: Oct 11th 2006
I placed the textures in the hl2/materials directory and compiled the map with the Half life 2 game configuration, it works just fine. And it also works if I delete the textures in the hl2 directory after I compile the map. it seems that I need to have the textures in the hl2 folder to compile it but not to play it.
I really don't know what causes the problem, but I found a solution. Thank you so much for all.