Question about lighting / $selfillum etc

Discussion in 'Mapping Questions & Discussion' started by DrLambda, Mar 7, 2016.

  1. DrLambda

    aa DrLambda L69: Teeheehee, Member

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    Hello everyone,

    for my supersecret April Fool's project i need, if possible, an area where everything has pretty much the same brightness level (not fullbright, but lighted.)

    Now, i tried various options and somehow none of them seem to work.

    1. Adding the textures (there are only a few ones used, and they are only used in that part of the map) to the lights.rad - Gives me compile errors because of too many lights.
    2. Adding $selfillum to the vtf - I don't seem to understand what it does. My texture has an all-white alpha mask, so it should give out light if i set it up like this:

    "LightmappedGeneric"
    {
    "$basetexture" "xyz/supersecret"
    "%keywords" "tf"
    "$selfillum" 1
    }

    But nothing happens, everything stays black. I tried various other things, from adding a $selfillumtint or an $selfillummask with a white texture, but still, everything is dark.

    So my question is: What would be the most reasonable approach to this problem (unrealistic as it might be) and what would you suggest? Also, how do i get the selfillum to work? Thanks!
     
  2. DrLambda

    aa DrLambda L69: Teeheehee, Member

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    I just read the article on VDC again, and i realized that i'm an idiot and selfillum can only be applied to models. There goes my afternoon.
     
  3. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Self illum also doesn't give off light, it is a way to make certain areas unaffected by shadows /exterior lighting as if it did, which is why it is basically always used with a mask.

    Wgar youre looking for might be the unlit generic shader, as opposed to light mapped generic, but this makes your textures spear fulbright. Other than that, perhaps a very low light map scale with regular lights evenly spaced in the room?
     
  4. DrLambda

    aa DrLambda L69: Teeheehee, Member

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    I got the effect i wanted finally by adding light entities with Constant 1, Linear 0, Quadratic 0 (which creates a light without falloff distance) and placing a few until every surface got light.