Signage help?
Quote from wolfnanaki on October 6, 2010, 4:23 amI 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.
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.
Quote from Mek on October 6, 2010, 5:18 amIf 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
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
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
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Quote from Mevious on October 6, 2010, 1:15 pmI think you can just add this line to the vmt file:
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"$selfillum" 1
I think you can just add this line to the vmt file:
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"$selfillum" 1
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from youme on October 6, 2010, 2:50 pmYeah just make your vmt this:
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"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.
Yeah just make your vmt this:
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"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.
Quote from p0rtalplayer on October 6, 2010, 4:38 pmyoume wrote:Yeah just make your vmt this:
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"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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"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.
Quote from wolfnanaki on October 7, 2010, 4:41 amp0rtalplayer wrote:youme wrote:Yeah just make your vmt this:
- Code: Select all
"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.
- Code: Select all
"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.
Quote from msleeper on October 7, 2010, 4:51 amPost your entire VMT.
Post your entire VMT.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from wolfnanaki on October 7, 2010, 5:00 am
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"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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"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:
Quote from HMW on October 7, 2010, 11:39 amwolfnanaki wrote:
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"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.
- Code: Select all
"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.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from wolfnanaki on October 7, 2010, 1:08 pmHMW 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!
Textures with "$decal" 1 won't render correctly on normal brushes.
Oh sweet, that worked! Thank you!