Dimming Light Texture
Example vmt:
UnlitGeneric // This shader will make your texture unaffected by light.
{
"$basetexture" "lightTextures/theLightTexture" // The path to the texture
"$surfaceprop" "no_decal" // Any type of material you want
}
Example rad:
myTextures/myLightMaterial 255 255 255 200 255 255 255 150(material_path LDR_red LDR_green LDR_blue LDR_intensity HDR_red HDR_green HDR_blue HDR_intensity)
There are good articles about this in the Valve Developer Community. If you need more detailed help, just ask.
jwien001 wrote:
Changing the texture scale worked great. Thanks!
Are the lights at the same distance from each other as with the normal texture scale or did the scaling place them further apart?
Ald?z wrote:
Are the lights at the same distance from each other as with the normal texture scale or did the scaling place them further apart?
I'm not sure I understand your question. The problem was only with one light, and by light I mean a brush with one side textured with lights/white008. This produces a constant light across the entire face of the brush. So what multiple lights are you talking about?
I realize I didn't express myself very good. When vrad encounters a texture that's meant to give off light, it places a number of lightpoints next to it. These points are the ones emitting light, not the surface with the texture. They have an even distance to each other. So what I was asking was, are the points farther apart when you scale up the texture? If that's the case, you might end up with a noticeable drop in light intensity between the light points (like a wave pattern).
I found an example of what I meant on Google. If you look at the recessed lights on the floor to the right, you can see that the intensity of the light is uneven:
Ald?z wrote:
I realize I didn't express myself very good. When vrad encounters a texture that's meant to give off light, it places a number of lightpoints next to it. These points are the ones emitting light, not the surface with the texture. They have an even distance to each other. So what I was asking was, are the points farther apart when you scale up the texture?
Yes.