$selfillum: Difference between revisions
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; <code>$selfillumtint "[<red [[float]]> <green float> <blue float>]"</code> | ; <code>$selfillumtint "[<red [[float]]> <green float> <blue float>]"</code> | ||
: Adjusts the colour of the self-illumination effect. Default value is "[1 1 1]". | : Adjusts the colour of the self-illumination effect. Default value is "[1 1 1]". | ||
;<code>$selfillummask <texture></code> | ;<code>$selfillummask <texture></code> {EP2 only} | ||
: A dedicated mask texture for the effect. Might not work in Ep1. | : A dedicated mask texture for the effect. Might not work in Ep1. | ||
; <code>$selfillum_envmapmask_alpha <[[bool]]></code> | ; <code>$selfillum_envmapmask_alpha <[[bool]]></code> | ||
Revision as of 21:27, 31 January 2011
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.
$translucent on models.Todo: Possible fix?
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>{EP2 only}- 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.