Signage help?
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.

It's been some years since I was making a texture so anyone correct me
I think you can just add this line to the vmt file:
"$selfillum" 1
"LightmappedGeneric"
{
"$basetexture" "signage/signage_overlay_cake"
"$decal" 1
"$surfaceprop" "glass"
"$selfillum" 1
"%keywords" "portal"
}
Their textures also have an alpha channel which controls the glow, a flat 123,123,123 for the white sections and 0,0,0 for the design and frame of the overlay so the black doesn't look like it's also emitting light.
youme wrote:
Yeah just make your vmt this:
"LightmappedGeneric" { "$basetexture" "signage/signage_overlay_cake" "$decal" 1 "$surfaceprop" "glass" "$selfillum" 1 "%keywords" "portal" }Their textures also have an alpha channel which controls the glow, a flat 123,123,123 for the white sections and 0,0,0 for the design and frame of the overlay so the black doesn't look like it's also emitting light.
What I do for my signage is I open an original signage texture in the GIMP (the only free program I can think of that has alpha channel control), copy the alpha channel and paste in my custom signage, edit it a little, and save. Then in the vmt put selfillum.
BTW the selfillum is also used for the checkmark signs, just FYI.
p0rtalplayer wrote:
youme wrote:Yeah just make your vmt this:
"LightmappedGeneric" { "$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.


"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:


wolfnanaki wrote:
```
"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.
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!

msleeper wrote:
I'm looking forward to playing a map that has a razor train and a robot dog.
Same here.