Custom Lit Textures

Posted Jan 05, 2012
Hello all!
I wanted to make my own texture light (like lights/light_panel_cool)
I looked in the vmt for Valve's light panel textures but only found the following:

UnlitGeneric
{
$basetexture "Lights/White004"
$surfaceprop glass
$nodecal 1
}

So how do I make my own lit texture?
Thanks!

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Posted Jan 06, 2012
Replied 2 hours later
I'm not sure why you didn't see it, but you should add the $selfillum syntax in your custom VMT. You can find more about it here.
Posted Jan 06, 2012
Replied 5 hours later
That won't make it illuminate other things. There is a tutorial about it that TopHattWaffle at www.youtube.com/rocketrascal34 did about creating a custom .rad file to compile it as a lighting texture.
Posted Jan 06, 2012
Replied 12 hours later

Vordwann wrote:
That won't make it illuminate other things. There is a tutorial about it that TopHattWaffle at http://www.youtube.com/rocketrascal34 did about creating a custom .rad file to compile it as a lighting texture.

Thanks!
Also, do you know if it's possible to turn on and off a texture light?

Posted Jan 06, 2012
Replied 2 hours later
I dont think thats possible, but Im not 100% sure.
Posted Jan 06, 2012
Replied 14 minutes later
You could have it as a func_brush and then enable/disable it on trigger.
Posted Jan 07, 2012
Replied 3 hours later
I don't think func_brushes with glowing textures are included in light compilations.
Posted Jan 07, 2012
Replied 1 hour later

YM_Industries wrote:
I don't think func_brushes with glowing textures are included in light compilations.

I put P2's orange light textures on func_brushes in a Lava map to simulate lava glow (displacements wouldn't emit light) and killed them OnMapSpawn to keep the player from seeing them instead of the lava. The glow stayed. I don't believe toggling the brushes will turn the lights off considering killing the brushes didn't kill the light.

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Posted Jan 07, 2012
Replied 4 hours later

YM_Industries wrote:
Also, do you know if it's possible to turn on and off a texture light?

It is possible to add proxies inside a self illuminated light. Look at: https://developer.valvesoftware.com/wik ... al_Proxies for the list of proxies you can use.

Here's an example material I made one time.

"lightmappedGeneric"
{
"$baseTexture" "maps/dm_chickencoop/trim2"
"$surfaceprop" "metal" 
"$bumpmap" "maps/dm_chickencoop/trim_normal"
"$selfillum" 1
"$reflectivity" "[0 0 0]"

"Proxies"
   {
      "Sine"
      {
         "resultVar"   "$selfillumtint"
         "sineperiod"   2
         "timeoffset"   8
         "sinemin"   1
         "sinemax"   2
      }

   }

}