Custom blend texture is fullbright in game

Unicake

L2: Junior Member
Aug 25, 2017
80
13
making a doom texture styled map and decided to make a blend texture for it.
1nFPXhV.jpg

RiSZak5.jpg


In the second picture, the texture in the map is the blend texture that uses the texture from the 3d skybox as the first base texture. The base texture is lit while the blend isnt


This is the vmt
"WorldVertexTransition"
{
"$baseTexture" "DOOM/doom_ground1"
"$basetexture2" "DOOM/doom_ground2"
$surfaceprop gravel
}
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Make sure both textures' VMTs are LightmappedGeneric (as opposed to the blending VMT's "WorldVertexTransition" shader). If they already are, please post their VMT data here.
 

Unicake

L2: Junior Member
Aug 25, 2017
80
13
Recompiling didn't fix.
Both textures' vmts are lightmappedgenerics, here's the data

"LightmappedGeneric"
{
"$basetexture" "DOOM/doom_ground1"
$surfaceprop gravel
}


"LightmappedGeneric"
{
"$basetexture" "DOOM/doom_ground2"
$surfaceprop gravel
}
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Recompiling didn't fix.
Both textures' vmts are lightmappedgenerics, here's the data

"LightmappedGeneric"
{
"$basetexture" "DOOM/doom_ground1"
$surfaceprop gravel
}


"LightmappedGeneric"
{
"$basetexture" "DOOM/doom_ground2"
$surfaceprop gravel
}
The blending VMT is using the texture itself and not the VMTs that should contain the texture's filename. Give both LightmappedGeneric VMTs unique names and then use them in the WorldVertexTransition one.
 

Unicake

L2: Junior Member
Aug 25, 2017
80
13
"WorldVertexTransition"
{
"$baseTexture" "DOOM/doom_ground1_blend"
"$basetexture2" "DOOM/doom_ground2_blend"
$surfaceprop gravel
}

Renamed both vmts to have _blend at the end, now the blending texture appears as purple and black in hammer
1jrZwMs.png
 

Tumby

aa
May 12, 2013
1,085
1,194
MOCOLONI I think you are making this needlessly confusing. The LightMappedGeneric materials are irrelevant.
Keep the blend material the way it used to be. $basetexture and $basetexture2 point to the VTF (texture) files and are not related to other VMT files. It is perfectly ok for multiple VMTs to use the same VTFs, so there's no reason to make multiple copies either.
I don't see any reason why this fullbright problem is happening.

(Also just a side note, don't use the gravel surfaceprop. For some reason it's slippery and is awful to walk on.)
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
MOCOLONI I think you are making this needlessly confusing. The LightMappedGeneric materials are irrelevant.
Keep the blend material the way it used to be. $basetexture and $basetexture2 point to the VTF (texture) files and are not related to other VMT files. It is perfectly ok for multiple VMTs to use the same VTFs, so there's no reason to make multiple copies either.
I don't see any reason why this fullbright problem is happening.

(Also just a side note, don't use the gravel surfaceprop. For some reason it's slippery and is awful to walk on.)
Most of the blend files I once experimented with were made this way, flawlessly. I'm now trying to start over with fresh textures and files to see what it could be.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Trying to start over with fresh textures and files to see what it could be.
Sorry for the delay. So, here's the thing: I created 3 textures and just one VMT file - one texture is used as the thumbnail just for Hammer and the other two are used in-game. Both alpha-painting & appearance work just fine. I tried messing with certain settings when importing textures into VTFEdit (assuming it's what you use) and nothing caused the self-illuminated appearance issue on them. If your textures are used just for blending, you can safely delete their associated VMTs because they're pretty much unused.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Are you using the Slartibarty Slammin Source compilers? The Slammin VBSP has a bug that causes blend displacements to be fullbright.