Glowing textures (GoldSrc): Difference between revisions
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Important:These are the only methods that will create actual lighting, instead of just simulating it!
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{{ | {{LanguageBar}} | ||
{{tabs|Glowing textures|goldsrc=1|source=1|source2=1}} {{gldsrc topicon}} | |||
{{draft}} | {{draft}} | ||
== Brush textures == | == Brush textures == | ||
{{modernImportant|These are the only methods that will create actual | === Emissive textures === | ||
{{modernImportant|These are the only methods that will create actual lighting, instead of just simulating it!}} | |||
* [[RAD file]]s {{deprecated}} | * [[RAD file]]s {{deprecated}} | ||
* [[info_texlights]] (added in ZHLT) | * [[info_texlights]] (added in ZHLT) | ||
* [[light_surface]] (added in VHLT?) | * [[light_surface]] (added in VHLT?) | ||
=== Self-illuminated textures === | |||
* Texture rendermode | |||
* Additive rendermode | |||
* {{code|_minlight}} KV | |||
* painting lightmaps in newbspguy | |||
== MDL textures == | == MDL textures == | ||
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* Fullbright rendermode {{only|{{sven}}}} {{also|{{fte}}{{hlloop}}}} | * Fullbright rendermode {{only|{{sven}}}} {{also|{{fte}}{{hlloop}}}} | ||
== | == [[Custom renderer]]s == | ||
* | * Fullbright rendermode | ||
{{modernConfirm|Is it possible to reimplement {{quake}}-style fullbright texels? This was in the early alpha builds of {{hl1}}, and such textures were flagged in the WAD with an {{code|~}}.}} | |||
[[Category:GoldSrc Glossary]] | |||
[[Category:GoldSrc Textures]] | |||
Latest revision as of 22:23, 2 September 2024



This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Remember to check for any notes left by the tagger at this article's talk page.
Brush textures
Emissive textures

- RAD files [
Deprecated]
- info_texlights (added in ZHLT)
- light_surface (added in VHLT?)
Self-illuminated textures
- Texture rendermode
- Additive rendermode
_minlight
KV- painting lightmaps in newbspguy
MDL textures
- Additive rendermode (still affected by map lighting; set rendermode on entity if this is insufficient)
- Fullbright rendermode (only in
) (also in
)
Custom renderers
- Fullbright rendermode