Glowing textures (GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (→‎top: clean up, replaced: {{Language subpage → {{langsp)
m (→‎Brush textures: Unicodifying)
Line 4: Line 4:
{{modernImportant|These are the only methods that will create actual lighting, instead of just simulating it!}}
{{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?)


== MDL textures ==
== MDL textures ==

Revision as of 13:59, 7 January 2024

English (en)Translate (Translate)
Icon-under construction-blue.png
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.

Brush textures

Icon-Important.pngImportant:These are the only methods that will create actual lighting, instead of just simulating it!

MDL textures

  • Additive rendermode (still affected by map lighting; set rendermode on entity if this is insufficient)
  • Fullbright rendermode (only in Sven Co-op) (also in FTECodename: Loop)

Entity lighting

  • Texture rendermode (brushes only)
  • Additive rendermode

Custom renderers

  • Fullbright rendermode
Confirm:Is it possible to reimplement Quake-style fullbright texels? This was in the early alpha builds of Half-Life, and such textures were flagged in the WAD with an ~.