$selfillum: Difference between revisions
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Warning:Cannot be used with
Bug:Deprecated with Source 2007; doesn't work. [todo tested in ?]
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;<code>$selfillummask <texture></code> {{note|In Source 2007, use this, NOT $Selfillumtexture.}} {{note|$selfillummask does not work in conjunction with | ;<code>$selfillummask <texture></code> {{note|In Source 2007, use this, NOT $Selfillumtexture.}} {{note|$selfillummask does not work in conjunction with $bumpmap.}} | ||
Revision as of 01:20, 7 April 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.

$translucent
or similar values 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>
Note:In Source 2007, use this, NOT $Selfillumtexture.
Note:$selfillummask does not work in conjunction with $bumpmap.
- 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.
