$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.

Warning.pngWarning:Cannot be used with $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.