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!
SirYodaJedi (talk | contribs) (→Brush textures: reorganize into emissive and self-illuminated) |
SirYodaJedi (talk | contribs) |
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== Brush textures == | == Brush textures == | ||
=== Emissive 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}} | ||
Revision as of 11:07, 26 May 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