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How do I make custom Textures toggle?

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?

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.

Here's the code needed in the .vmt, minus the *'s.

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"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:

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"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 ^-^)

Look at a tutorial on how to make the custom chamber signs, and see what that says.

I don't lag, I own so much it takes a few seconds for the server to figure out what the hell I just did.
Quote:

That site saved me again. Thanks.

:A Little Higher: :Tornate: :Blue Portals: :Vectronic: :Youtube: :Twitter: : ModDB: :Old Sig:

The more you give, the less appreciated it will be received.

yea, np.