Signage help?

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wolfnanaki
5 Posts
Posted Oct 06, 2010
I figure this has been asked already, but I'm really having trouble here.

I want to make my own indicator signs for my map. The problem is that when I use my textures in the map, they're not "bright" like the official ones are. They just look a dull grey. Can anyone help.

The above image is what I eventually made, and the below image is the effect I was trying to go for.

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Mek
459 Posts
Posted Oct 06, 2010
Replied 55 minutes later
If I recall correctly, you have to check a ccheckbox "Texture is self-illuminated" (or something like that), when making the VTF file.
It's been some years since I was making a texture so anyone correct me
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Mevious
205 Posts
Posted Oct 06, 2010
Replied 7 hours later

I think you can just add this line to the vmt file:

"$selfillum" 1
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youme
937 Posts
Posted Oct 06, 2010
Replied 1 hour later
Yeah just make your vmt this:

"LightmappedGeneric"
{
   "$basetexture" "signage/signage_overlay_cake"
   "$decal" 1
   "$surfaceprop" "glass"
   "$selfillum" 1
   "%keywords" "portal"
}

Their textures also have an alpha channel which controls the glow, a flat 123,123,123 for the white sections and 0,0,0 for the design and frame of the overlay so the black doesn't look like it's also emitting light.

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p0rtalplayer
1,366 Posts
Posted Oct 06, 2010
Replied 1 hour later

youme wrote:
Yeah just make your vmt this:
"LightmappedGeneric" {    "$basetexture" "signage/signage_overlay_cake"    "$decal" 1    "$surfaceprop" "glass"    "$selfillum" 1    "%keywords" "portal" }

Their textures also have an alpha channel which controls the glow, a flat 123,123,123 for the white sections and 0,0,0 for the design and frame of the overlay so the black doesn't look like it's also emitting light.

What I do for my signage is I open an original signage texture in the GIMP (the only free program I can think of that has alpha channel control), copy the alpha channel and paste in my custom signage, edit it a little, and save. Then in the vmt put selfillum.

BTW the selfillum is also used for the checkmark signs, just FYI.

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wolfnanaki
5 Posts
Posted Oct 07, 2010
Replied 12 hours later

p0rtalplayer wrote:
youme wrote:

Yeah just make your vmt this:
"LightmappedGeneric" {    "$basetexture" "signage/signage_overlay_cake"    "$decal" 1    "$surfaceprop" "glass"    "$selfillum" 1    "%keywords" "portal" }

Their textures also have an alpha channel which controls the glow, a flat 123,123,123 for the white sections and 0,0,0 for the design and frame of the overlay so the black doesn't look like it's also emitting light.

What I do for my signage is I open an original signage texture in the GIMP (the only free program I can think of that has alpha channel control), copy the alpha channel and paste in my custom signage, edit it a little, and save. Then in the vmt put selfillum.

BTW the selfillum is also used for the checkmark signs, just FYI.

I downloaded GIMP and decided to give it a shot. I used Reepblue's blank signage texture along with one of my own, and put the selfillum into the VMT fine. And...

I thought it had worked...at first. But then I walked up to it.

For whatever reason, the texture vanishes the moment I get too close. And if I try looking at it at an angle, it seems to shift out of place.

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msleeper
4,095 Posts
Admin
Posted Oct 07, 2010
Replied 9 minutes later
Post your entire VMT.
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wolfnanaki
5 Posts
Posted Oct 07, 2010
Replied 8 minutes later
"LightmappedGeneric"
{
   "$basetexture" "signage/signage_wolf"
   "$decal" 1
   "$surfaceprop" "glass"
   "$selfillum" 1
   "%keywords" "portal"
}

I gotta head out now, but before I go, here are the two graphics in their raw forms:

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HMW
806 Posts
Posted Oct 07, 2010
Replied 6 hours later

wolfnanaki wrote:
```
"LightmappedGeneric"
{
   "$basetexture" "signage/signage_wolf"
   "$decal" 1
   "$surfaceprop" "glass"
   "$selfillum" 1
   "%keywords" "portal"
}

```

Remove the "$decal" 1 statement if you're using the material on a brush face. It is only needed for overlays, like the indicator strips and the signs placed on the floor.
Textures with "$decal" 1 won't render correctly on normal brushes.

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wolfnanaki
5 Posts
Posted Oct 07, 2010
Replied 1 hour later

HMW wrote:
Remove the "$decal" 1 statement if you're using the material on a brush face. It is only needed for overlays, like the indicator strips and the signs placed on the floor.
Textures with "$decal" 1 won't render correctly on normal brushes.

Oh sweet, that worked! Thank you!

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msleeper
4,095 Posts
Admin
Posted Oct 07, 2010
Replied 2 hours later
I'm looking forward to playing a map that has a razor train and a robot dog.
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WinstonSmith
940 Posts
Posted Oct 08, 2010
Replied 1 day later

msleeper wrote:
I'm looking forward to playing a map that has a razor train and a robot dog.

Same here.