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!
Thunder4ik (talk | contribs) m (→Brush textures: Unicodifying) |
SirYodaJedi (talk | contribs) |
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* Additive rendermode | * Additive rendermode | ||
== Custom | == [[Custom renderer]]s == | ||
* Fullbright rendermode | * 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|~}}.}} | {{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|~}}.}} | ||
Revision as of 18:53, 20 May 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
- RAD files [
Deprecated] - info texlights (added in ZHLT)
- light surface (added in VHLT?)
MDL textures
- Additive rendermode (still affected by map lighting; set rendermode on entity if this is insufficient)
- Fullbright rendermode (only in
) (also in 
)
Entity lighting
- Texture rendermode (brushes only)
- Additive rendermode
Custom renderers
- Fullbright rendermode