Talk:UnlitGeneric: Difference between revisions
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Here's the deal: I'm making a map and I need to spawn a lot of low-poly models randomly on a material. I'm basically just using the detail props spawning via a .vbsp file. Now, the problem is that these models must be not-solid AND unlit. Not-solid, OK, not a problem, it's little things that don't need to be solid. Unlit, no problem, same reason, little things... a rough lighting is OK. Now, a problem appears. If I try to light the detail props using the flashlight, nothing happens. There's still pitch black (the ambient color). I tried a lot of "unofficial/unsupported/undocumented" shader parameters, like $vertexcolor, $vertexalpha, $receiveflashlight, $halflambert, and so on (found in a vast quantity of valve's vmt), but nothing worked out very well. So, if someone had an idea, I'd be really greatfull. By the way, I'm talking about Episode 2 --[[User:NykO18|NykO18]] 03:30, 20 Aug 2008 (PDT) | Here's the deal: I'm making a map and I need to spawn a lot of low-poly models randomly on a material. I'm basically just using the detail props spawning via a .vbsp file. Now, the problem is that these models must be not-solid AND unlit. Not-solid, OK, not a problem, it's little things that don't need to be solid. Unlit, no problem, same reason, little things... a rough lighting is OK. Now, a problem appears. If I try to light the detail props using the flashlight, nothing happens. There's still pitch black (the ambient color). I tried a lot of "unofficial/unsupported/undocumented" shader parameters, like $vertexcolor, $vertexalpha, $receiveflashlight, $halflambert, and so on (found in a vast quantity of valve's vmt), but nothing worked out very well. So, if someone had an idea, I'd be really greatfull. By the way, I'm talking about Episode 2 --[[User:NykO18|NykO18]] 03:30, 20 Aug 2008 (PDT) | ||
:Unlit is unlit, I'm afraid. --[[user:TomEdwards|TomEdwards]] 10:38, 20 Aug 2008 (PDT) | :Unlit is unlit, I'm afraid. --[[user:TomEdwards|TomEdwards]] 10:38, 20 Aug 2008 (PDT) | ||
::Yes, of course, but it seem to work with detail props as sprites, using $vertexcolor, $vertexalpha and $receiveflashlight in the detailsprites.vmt. Although the texture is indeed UnlitGeneric. That's why I'm wondering if there's a way to do the same with models. --[[User:NykO18|NykO18]] 10:09, 22 Aug 2008 (PDT) |
Revision as of 10:09, 22 August 2008
Flashlight and detail props
Here's the deal: I'm making a map and I need to spawn a lot of low-poly models randomly on a material. I'm basically just using the detail props spawning via a .vbsp file. Now, the problem is that these models must be not-solid AND unlit. Not-solid, OK, not a problem, it's little things that don't need to be solid. Unlit, no problem, same reason, little things... a rough lighting is OK. Now, a problem appears. If I try to light the detail props using the flashlight, nothing happens. There's still pitch black (the ambient color). I tried a lot of "unofficial/unsupported/undocumented" shader parameters, like $vertexcolor, $vertexalpha, $receiveflashlight, $halflambert, and so on (found in a vast quantity of valve's vmt), but nothing worked out very well. So, if someone had an idea, I'd be really greatfull. By the way, I'm talking about Episode 2 --NykO18 03:30, 20 Aug 2008 (PDT)
- Unlit is unlit, I'm afraid. --TomEdwards 10:38, 20 Aug 2008 (PDT)
- Yes, of course, but it seem to work with detail props as sprites, using $vertexcolor, $vertexalpha and $receiveflashlight in the detailsprites.vmt. Although the texture is indeed UnlitGeneric. That's why I'm wondering if there's a way to do the same with models. --NykO18 10:09, 22 Aug 2008 (PDT)