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Signage help?

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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.

Image

Image

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 :mrgreen:

Test Chamber 74:
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!

All maps for Portal (1/2) worth playing are mirrored here.

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

Code: Select all
"$selfillum" 1

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.

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.

Hear the turret, for it is knell. It summons thee to heaven, or to hell.
p0rtalplayer 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...

Image

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

Image

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.

Image

:cry:

Image

Post your entire VMT.

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Code: Select all
"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:
ImageImage

Image
wolfnanaki wrote:
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.

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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! :D :D

Image
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