$selfillum

Discussion in 'Mapping Questions & Discussion' started by ExplosiveDeer, Apr 22, 2016.

  1. ExplosiveDeer

    ExplosiveDeer L1: Registered

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    (Heads up! I have not fully embraced myself with the ways of compiling [a. quickly b. fully] if someone has a comprehensive compiling tutorial they could redirect me to, this might solve my problem)

    $selfillum does not appear to be rendering fully? To my understanding a default named 'lights.rad' must be in the teamfortress/tf/<-- correct?

    I am using default compile settings:
    [​IMG]

    [​IMG]
    It does give off light, but the surface of the texture itself is not ignoring shadow:
    Code:
    "LightmappedGeneric"
    {
        "$basetexture" "tfdb_orange_arena/simple_white"
        "$surfaceprop" "Default"
        "$selfillum" "1"
        "$selfillumtint" "[1 1 1]"
    }
    

    Thanks ;)
     
  2. Egan

    aa Egan

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    Check out this page's header - https://developer.valvesoftware.com/wiki/Glowing_Textures

    The selfillum, as far as I understand it, only seems to work on model materials. For brush materials you can do what it says to use minimum light level on a func_brush, or alternatively use the "UnlitGeneric" shader instead of "LightmappedGeneric" which forces the material to be fullbright (no lighting).
     
  3. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Selfillum requires a mask to work. It doesn't have to be on models.
    The mask is the alpha channel of the basetexture by default. If you need the alpha channel for other purposes, you can specifiy a seperate mask using $selfillummask <texture>.
     
  4. ExplosiveDeer

    ExplosiveDeer L1: Registered

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    Thanks, that solved it! The light was a func_brush set to non-solid state, changing the property to use minimum light level worked :)

    [​IMG]