Glowing textures (GoldSrc): Difference between revisions

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(→‎Brush textures: reorganize into emissive and self-illuminated)
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== Brush textures ==
== Brush textures ==
=== Emissive textures ==
{{modernImportant|These are the only methods that will create actual lighting, instead of just simulating it!}}
{{modernImportant|These are the only methods that will create actual lighting, instead of just simulating it!}}
* [[RAD file]]s {{deprecated}}
* [[RAD file]]s {{deprecated}}
* [[info_texlights]] (added in ZHLT)
* [[info_texlights]] (added in ZHLT)
* [[light_surface]] (added in VHLT?)
* [[light_surface]] (added in VHLT?)
=== Self-illuminated textures ===
* Texture rendermode
* Additive rendermode
* {{code|_minlight}} KV
* painting lightmaps in newbspguy
* painting lightmaps in newbspguy


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* Fullbright rendermode {{only|{{sven}}}} {{also|{{fte}}{{hlloop}}}}
* Fullbright rendermode {{only|{{sven}}}} {{also|{{fte}}{{hlloop}}}}


== Entity lighting ==
* Texture rendermode (brushes only)
* Additive rendermode
* {{code|_minlight}} KV (brushes only)


== [[Custom renderer]]s ==
== [[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 11:06, 26 May 2024

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Brush textures

= Emissive textures

Icon-Important.pngImportant:These are the only methods that will create actual lighting, instead of just simulating it!

Self-illuminated textures

  • Texture rendermode
  • Additive rendermode
  • _minlight KV
  • 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 Sven Co-op) (also in FTECodename: Loop)


Custom renderers

  • Fullbright rendermode
Confirm:Is it possible to reimplement Quake-style fullbright texels? This was in the early alpha builds of Half-Life, and such textures were flagged in the WAD with an ~.