How do I make custom Textures toggle?

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reepblue
894 Posts
Posted Jul 23, 2008
I'm having a bit of trouble with my Custom Textures as I'm trying to make them toggle when a env_texturetoggle is in place. At first, I thought it was the code. But I found out that it had something to do with the image itself. can anyone help?
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dvlstx
183 Posts
Posted Jul 23, 2008
Replied 51 minutes later
Here's the code needed in the .vmt, minus the *'s.

"LightmappedGeneric"
{
   "$baseTexture" "texture location(not including materials/)"
   "$surfaceprop" "glass"
   *"$selfillum" 1*
   **"%noportal" 1**
   "Proxies"
   {
      "ToggleTexture"
      {
         "toggleTextureVar" "$baseTexture"
               "toggleTextureFrameNumVar" "$frame"
               "toggleTextureShouldWrap" "0"
      }
   }
}

"$selfillum" "1"=Uses the alpha channel in your texture (photoshop makes this easy,) to illuminate itself.
"%noportal" 1=noportals (wow, really?)

Also, when you compile your .tga files in vtex, (have the .tga's start named 'texturename001' and incrementally increase the number following it,) you need to put all the files into your sourcesdk_content/gamehere/materialsrc folder, along with a txt file with the same name as your tga's, and have it say:

"startframe" "the lowest number you gave your tga's"
"endframe" "the highest number you gave your tga's"

If what I said made no sense at all, try this:Click meh!

Hope this helped (a little ^-^)

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appunxintator
142 Posts
Posted Jul 23, 2008
Replied 1 minutes later
Look at a tutorial on how to make the custom chamber signs, and see what that says.
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reepblue
894 Posts
Posted Jul 23, 2008
Replied 38 minutes later

Quote:
http://interlopers.net/index.php?page=tutorials&id=3232

That site saved me again. Thanks.

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dvlstx
183 Posts
Posted Jul 23, 2008
Replied 2 hours later
yea, np.