Custom colored textures problems
Quote from Habzs on June 28, 2014, 1:17 amCaden wrote:Habzs wrote:Well doesn't that just proves your ignorance.[spoiler].vmfs are map files m8 xDDDDDD[/spoiler]
I was wrong there, I admit. Pardon my ignorance.
Caden wrote:Alright I don't know if you just deliberately ignored this or what but it's pretty obvious that when I said "custom texture" I was referring to something that was actually custom made and also fitting for a portal material.A more fitting texture is in the works. Like I said, using the concrete texture is a placeholder to test if colored textures worked.
I was wrong there, I admit. Pardon my ignorance.
A more fitting texture is in the works. Like I said, using the concrete texture is a placeholder to test if colored textures worked.
Quote from josepezdj on July 2, 2014, 11:11 amOK Habzs, I've been testing this out and it definitely doesn't have to do with the blend modes or the detail blend factor. I've tried also multiple settings for the func_brush, I've tried different shaders, and even a 7.5 version (and without the SRGB flag) of the texture "plasticwall004a.VTF"... but to no avail.
Then I thought that, maybe because of what the parameter $color is and what it does, it only works properly on func_details not in actual entities like the func_brushes.
It's quicker if you forget about that parameter and make actual coloured textures for your frames
I'm attaching a switchable (multiframed) texture for you. You've got the blue one in first frame (0), and then the orange (1) so you can switch your func_brushes textured on this texture by a env_texturetoggle entity. I'm not sure if this is what you were looking for... Let me know
[spoiler](Place both files under a folder josepezdj/detail/ or change the path inside the .VMT)[/spoiler]
OK Habzs, I've been testing this out and it definitely doesn't have to do with the blend modes or the detail blend factor. I've tried also multiple settings for the func_brush, I've tried different shaders, and even a 7.5 version (and without the SRGB flag) of the texture "plasticwall004a.VTF"... but to no avail.
Then I thought that, maybe because of what the parameter $color is and what it does, it only works properly on func_details not in actual entities like the func_brushes.
It's quicker if you forget about that parameter and make actual coloured textures for your frames
I'm attaching a switchable (multiframed) texture for you. You've got the blue one in first frame (0), and then the orange (1) so you can switch your func_brushes textured on this texture by a env_texturetoggle entity. I'm not sure if this is what you were looking for... Let me know
Quote from Habzs on July 4, 2014, 10:19 amjosepezdj wrote:-snip-Thanks! I still find it weird that the $color param doesn't work though.
Guess I'll whip up a proper frame soon. But for now, the portals with the appropriate colors:
[spoiler]
ss%20(2014-07-04%20at%2010.15.17).jpg[/spoiler]
Thanks! I still find it weird that the $color param doesn't work though.
Guess I'll whip up a proper frame soon. But for now, the portals with the appropriate colors:
Quote from CamBen on July 4, 2014, 4:39 pmWhat's up with that weird excursion funnel?
What's up with that weird excursion funnel?
Aperture Science: We do our science asbestos we can!
Quote from Habzs on July 5, 2014, 5:13 amCamBen wrote:What's up with that weird excursion funnel?It's a re-texture I'm working on, I'm trying to recreate the excursion funnel from one of the teaser posters.
[spoiler]
ss (2014-07-04 at 10.08.58).jpg[/spoiler]
It's a re-texture I'm working on, I'm trying to recreate the excursion funnel from one of the teaser posters.