$selfillum

ExplosiveDeer

L1: Registered
Feb 20, 2014
2
0
(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:
da91c6caaa.png


ed8e608a0b.jpg

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 ;)
 

Egan

aa
Feb 14, 2010
1,375
1,720
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).
 

ExplosiveDeer

L1: Registered
Feb 20, 2014
2
0
Thanks, that solved it! The light was a func_brush set to non-solid state, changing the property to use minimum light level worked :)

487b857fab.jpg