$selfillum: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 2: Line 2:


The effect is masked by default by the [[alpha channel]] of <code>[[$basetexture]]</code>, but there are other options (see below). Wherever the mask is located, white areas are self-illuminated while black areas are not.
The effect is masked by default by the [[alpha channel]] of <code>[[$basetexture]]</code>, but there are other options (see below). Wherever the mask is located, white areas are self-illuminated while black areas are not.
{{bug|Cannot be used with <code>$translucent</code> on [[model]]s. Use <code>[[$alphatest]]</code> instead.}}


==VMT syntax example==
==VMT syntax example==

Revision as of 15:24, 20 August 2010

The $selfillum VMT command makes a material glow in the dark. Shaders commonly support this effect.

The effect is masked by default by the alpha channel of $basetexture, but there are other options (see below). Wherever the mask is located, white areas are self-illuminated while black areas are not.

Icon-Bug.pngBug:Cannot be used with $translucent on models. Use $alphatest instead.  [todo tested in ?]

VMT syntax example

$selfillum <bool>
LightmappedGeneric
{
    $basetexture props/tvscreen005a
    $selfillum 1
    $surfaceprop glass
}

Additional parameters

$selfillumtint "[<red float> <green float> <blue float>]"
Adjusts the colour of the self-illumination effect. Default value is "[1 1 1]".
$selfillummask <texture>
A dedicated mask texture for the effect. Might not work in Ep1.
$selfillum_envmapmask_alpha <bool>
Has the material derive its self-illumination mask from the alpha channel of the $envmapmask. Requires DirectX 9.
$selfillumtexture <texture>
Use a selfillum texture.