Talk:UnlitGeneric: Difference between revisions

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(Flashlight and detail props)
 
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== Flashlight and detail props ==
== Flashlight and detail props ==
Here's the deal: I'm making a map and I need to spawn a lot of low-poly models randomly on a material. I'm basically just using the detail props spawning via a .vbsp file. Now, the problem is that these models must be not-solid AND unlit. Not-solid, OK, not a problem, it's little things that don't need to be solid. Unlit, no problem, same reason, little things... a rough lighting is OK. Now, a problem appears. If I try to light the detail props using the flashlight, nothing happens. There's still pitch black (the ambient color). I tried a lot of "unofficial/unsupported/undocumented" shader parameters, like $vertexcolor, $vertexalpha, $receiveflashlight, $halflambert, and so on (found in a vast quantity of valve's vmt), but nothing worked out very well. So, if someone had an idea, I'd be really greatfull. --[[User:NykO18|NykO18]] 03:30, 20 Aug 2008 (PDT)
I'm getting into a complex problem with the Source engine, and I want to know if someone could have an idea around here. Here's the deal:
 
I'm making an Half-Life 2: Episode 2 map and I need to spawn a lot of low-poly models randomly on a material. I'm basically just using the detail props spawning system via a VBSP file. Now, the problem is that these models need to be not-solid AND unlit. Not-solid, OK not a problem, it's just little things that don't need to be solid. Unlit, no problem too for the same reason, little thingies... a rough lighting is OK with the UnlitGeneric shader on my models.
 
Now, a problem appears. If I try to light the detail props using the flashlight, nothing happens. They're still pitch black (the environment ambient color). I tried a lot of "unofficial/unsupported/undocumented" shader parameters, like $vertexcolor, $vertexalpha, $receiveflashlight, $halflambert, and so on (found in a vast quantity of valve's vmt), but nothing worked out very well. --[[User:NykO18|NykO18]] 03:30, 20 Aug 2008 (PDT)
:Unlit is unlit, I'm afraid. --[[user:TomEdwards|TomEdwards]] 10:38, 20 Aug 2008 (PDT)
::Yes, of course, but it seem to work with detail props as sprites, using $vertexcolor, $vertexalpha and $receiveflashlight in the detailsprites.vmt. Although the texture is indeed UnlitGeneric. That's why I'm wondering if there's a way to do the same with models. --[[User:NykO18|NykO18]] 10:09, 22 Aug 2008 (PDT)
 
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Well, I made a lot of research on this problem. So far, I got no result. This isn't working with models (prop_detail), and this is not working with textures either (prop_detail_sprite). I tried to use every possible shader I found, I even tried to use custom shaders [http://www.hl2world.com/bbs/release-extended-phong-shader-ps20b-for-phong-and-prlx-vt46068.html], but unfortunately, the Orange Box Engine is somewhat closed to that kind of considerations... So, basically, is there a way to do a night ambience without suffering a slap in the face each time we need lighting ? First there was env_projectedtextures that don't allow us to move them while they're turned on, then it was impossible to light up displacements correctly using dynamic_lights, and now this... Come on. --[[User:NykO18|NykO18]] 13:27, 2 Sep 2008 (PDT)

Latest revision as of 17:37, 15 July 2024

Flashlight and detail props

I'm getting into a complex problem with the Source engine, and I want to know if someone could have an idea around here. Here's the deal:

I'm making an Half-Life 2: Episode 2 map and I need to spawn a lot of low-poly models randomly on a material. I'm basically just using the detail props spawning system via a VBSP file. Now, the problem is that these models need to be not-solid AND unlit. Not-solid, OK not a problem, it's just little things that don't need to be solid. Unlit, no problem too for the same reason, little thingies... a rough lighting is OK with the UnlitGeneric shader on my models.

Now, a problem appears. If I try to light the detail props using the flashlight, nothing happens. They're still pitch black (the environment ambient color). I tried a lot of "unofficial/unsupported/undocumented" shader parameters, like $vertexcolor, $vertexalpha, $receiveflashlight, $halflambert, and so on (found in a vast quantity of valve's vmt), but nothing worked out very well. --NykO18 03:30, 20 Aug 2008 (PDT)

Unlit is unlit, I'm afraid. --TomEdwards 10:38, 20 Aug 2008 (PDT)
Yes, of course, but it seem to work with detail props as sprites, using $vertexcolor, $vertexalpha and $receiveflashlight in the detailsprites.vmt. Although the texture is indeed UnlitGeneric. That's why I'm wondering if there's a way to do the same with models. --NykO18 10:09, 22 Aug 2008 (PDT)

Well, I made a lot of research on this problem. So far, I got no result. This isn't working with models (prop_detail), and this is not working with textures either (prop_detail_sprite). I tried to use every possible shader I found, I even tried to use custom shaders [1], but unfortunately, the Orange Box Engine is somewhat closed to that kind of considerations... So, basically, is there a way to do a night ambience without suffering a slap in the face each time we need lighting ? First there was env_projectedtextures that don't allow us to move them while they're turned on, then it was impossible to light up displacements correctly using dynamic_lights, and now this... Come on. --NykO18 13:27, 2 Sep 2008 (PDT)