Talk:Glowing textures (Source)

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Revision as of 07:36, 15 July 2006 by Greeze (talk | contribs)
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Hope I'm right about the .rad stuff. This is done from memory and I had no way to test and all my forums i woulda checked are blocked at work. Can someone see if its right? Angry Beaver 06:37, 12 Jun 2006 (PDT)

I've been fiddling with it for the last couple days, and everything mostly seems right. I did notice that when I use the lights.rad method, the texture doesn't self-illuminate. So to have realistic-looking texture lights, I had to use both the lights.rad method and the $selfillum method. Furthermore, if my alpha channel was pure white, my texture didn't self-illuminate. Making an alpha channel that had an rgb value of 253,253,253, however, did work. Greeze 18:52, 29 Jun 2006 (PDT)

Are you sure your image editor doesn't cull pure white alpha channels? It may also be that vtex just assumes it's for transparency and culls it.—ts2do 19:53, 29 Jun 2006 (PDT)
Photoshop is my image editor, and I would assume it retains alpha channels as shown. Re-opening the .tga restores the alpha channel exactly as it was. So I'm guessing it's either vtex or the game engine that doesn't like the pure-white alpha channel. It's all academic anyway, since if one really wanted a fullbright texture, one would use the UnlitGeneric shader. For me, the full white alpha was a temporary step for testing purposes only. Greeze 19:56, 2 Jul 2006 (PDT)
Another quick note... it seems that having a single non-pure-white pixel anywhere in the alpha channel fixes the problem. Greeze 20:00, 2 Jul 2006 (PDT)

Another thing I noticed is that detail brushes don't cast light. They will self-illuminate, however. Greeze 19:58, 2 Jul 2006 (PDT)