$selfillum

From Valve Developer Community
Jump to: navigation, search
English (en)Français (fr)Flag-white.png
Info content.png
This page needs to be translated.
This page either contains information that is only partially or incorrectly translated, or there isn't a translation yet.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article tries to comply with the alternate languages guide.

The $selfillum(en) VMT command(en) makes a material glow in the dark. Shaders commonly support this effect.

The effect is masked by default by the alpha channel(en) of $basetexture(en), but there are other options (see below). Wherever the mask is located, white areas are self-illuminated while black areas are not.

VMT syntax example

$selfillum <bool(en)>
LightmappedGeneric(en)
{
    $basetexture(en) props/tvscreen005a
    $selfillum 1
    $surfaceprop(en) glass
}

Additional parameters

$selfillumtint <RGB(en) matrix>
Adjusts the colour of the self-illumination effect. Default value is "[1 1 1]".
$selfillummask <texture>
A dedicated mask texture for the effect. Might not work in Ep1.
$selfillum_envmapmask_alpha <bool(en)>
Has the material derive its self-illumination mask from the alpha channel of the $envmapmask(en). Requires DirectX 9.