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!
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{{tabs|Glowing textures|goldsrc=1|source=1|source2=1}} {{gldsrc topicon}} | |||
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== Brush textures == | == Brush textures == | ||
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* 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|~}}.}} | ||
[[Category:GoldSrc Glossary]] | |||
Revision as of 05:57, 12 July 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
Emissive textures
- RAD files [
Deprecated] - info_texlights (added in ZHLT)
- light_surface (added in VHLT?)
Self-illuminated textures
- Texture rendermode
- Additive rendermode
_minlightKV- painting lightmaps in newbspguy
MDL textures
- Additive rendermode (still affected by map lighting; set rendermode on entity if this is insufficient)
- Fullbright rendermode (only in
) (also in 
)
Custom renderers
- Fullbright rendermode