How to make signage icons self ilum again ?

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CosmicD
125 Posts
Posted May 08, 2012
Hello,

It appears I got a bit rusty. I just can't figure out for the love of ...... how to make them anymore. As i'm searching trough the net i'm always stumble upon the "test chamber light board signs" but I don't need a tutorial for this cause that one I know.

The problem rises when I want to make them self iluminated and look 3d'ish like the standard cube drop, goop , arrows etc... I run into a problem with the alpha mask where it never comes out the way I like. especially because I don't have photoshop, I need to do it with paint.net with an alpha mask plugin.

Which needs to be white, and black colored (transparent), how do you make gradients that go from solid to transparent colors to design the "edges" of the icon ?

I know the part that you have to describe in the vmt file though.

thx in advance

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josepezdj
2,386 Posts
Posted May 08, 2012
Replied 25 minutes later
Hey CosmicD!

First of all, glad to hear that you have returned to continue with your mod, a "Reloaded" version!

About self illuminated, I guess you already know that in the .vmt file of your textures you have to include the parameter "$selfillum" 1, right?

Regarding your icons, if you want to make them an overlay, include "$decal" 1

To be frank, I'm not so sure of what is the problem you're having, dude..

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CosmicD
125 Posts
Posted May 08, 2012
Replied 1 hour later
Thanks,

People liked the puzzles but now I have aid from a guy that I did other campaigns with too and we thought that the campaign could benefit from some pimping so that the maps actually look less "portal 1.5"

It's when you're making them. You make a black icon on a white background but you want the white background to be self illuminated. It needs some "alpha mask touch" but I don't remember how lol. It doesn't appear to be enough just to make a transparent tga with black symbol, becuase then you don't have a "white" background. The 'selfilum" light is going to come trough the "transperancy" set by the mask, even if the white background you want is opaque..

hope that makes sense. I just can't get the desired effect.

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josepezdj
2,386 Posts
Posted May 08, 2012
Replied 24 minutes later
OK, when you're making them, this is what I do when I save as ".vtf" (in Paint.NET):

  • Compress with DTX1 (common) format
  • In flags, check "HINT DTX5", "Eight Bit Alpha", and if you want also "Anisotropic"
  • Then don't forget to save it as vtf version 7.5 or at least 7.4

Also, it's necessary that you include the $selfillum 1 string into the .vmt file. That would do!

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CosmicD
125 Posts
Posted May 08, 2012
Replied 6 minutes later
but if you're making them, do you do it with a transparent background or a white one ? I remember doing it the first time with just white background, black symbolsbut they wouldn't even light up. It has something to do with transparency in the file. I just can't get it anymore like I used to lol.

You also can't click the "8 bit transperancy" checkbox in the export menu for vtf, there has to be some transparency in the workspace, there's what I'm hitting a wall on, it always comes out wrong when I do it with masks.

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josepezdj
2,386 Posts
Posted May 08, 2012
Replied 22 minutes later
You can make the background with a certain transparency... but I make them solid white and I like the effect, as they're "selfillum"...

Try both approaches and see them in-game, then decide what do you likee most.

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CosmicD
125 Posts
Posted May 08, 2012
Replied 54 minutes later

This is what i'm getting, either that or no self ilum even when the vmt files are correct.

blacktransparent.png
Images 1
Post image 1
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josepezdj
2,386 Posts
Posted May 08, 2012
Replied 1 hour later
OK, but do you want the background black colour? I mean, I don't know how is the image you're trying to work like...

Or is it white background?

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CosmicD
125 Posts
Posted May 08, 2012
Replied 13 minutes later
it's supposed to be like all the icons , white background and black symbols.

It's just that paint.Net is so shitty if it comes to internally handling alpha channels which is needed for this particular case.

Hell even importing tga's saved with paint.Net handles differently than exporting with a vtf plugin directly from paint.net so i'm confused, on top of all other confusing stuff :smile:

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josepezdj
2,386 Posts
Posted May 08, 2012
Replied 34 minutes later
Cosmic, I have used Paint.Net a lot to mess up with my custom icons and textures... I won't say is an awesome program but I can say it works out fine, it's not that shitty.

There must be something I'm missing here. It so strange that you are having those black background textures!

What kind of surface type have you selected in Paint.Net when you saved as .vtf? (I'm assuming you already installed the .vtf plugin for Paint.Net, right?)

Also, did you REALLY make a WHITE background? Are you using any kind of plugin for making the texture any transparennt like "Alpha Mask" or something?

Would you please post the .vmt??

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CosmicD
125 Posts
Posted May 08, 2012
Replied 33 minutes later
hehe, now I just did the most simple thing ever, black text on white background, but the black text is on a transparent laer, the white background is sepparate.

As I merge down the layers in the process of saving to tga, and then import these tga's with vtfedit, THEN it actually works :smile:

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josepezdj
2,386 Posts
Posted May 08, 2012
Replied 7 minutes later
Yeah! Glad you finally got it... You don't actually need to save it first as .tga though. Only save it from Paint.Net as .vtf and it will tell you something like: "in order to make a .vtf the different layers should be merged, continue?" you say yes, and that's it!