1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Model transparency and self illumination doable? (source)

  • misterbister
  • September 7, 2007 at 1:42 PM
  • misterbister
    • September 7, 2007 at 1:42 PM
    • #1

    For adding transparency i use "Alphatest" 1 and it works flawlessly on my model, however I would like to add self illumination in some parts of the texture as well.

    The problem is that "alphatest" and "$selfillum" are both using the basetextures Alphachannel.

    How can I work around this problem? Is it even doable?

    Thanks in advance =).

  • Furyo
    • September 7, 2007 at 1:52 PM
    • #2

    Forget my stupidity for not reading the post right

  • fonfa
    • September 7, 2007 at 5:12 PM
    • #3

    you can make a separate map for it afaik

  • misterbister
    • September 7, 2007 at 6:04 PM
    • #4
    Quote from Furyo

    an envmapmask could help, with a bit of saturation. Look at the lost coast fresco materials for an example of valve's shaders.

    I dont understand how i could replace selfillum with an envmapmask? The results should be far from simliar..?

    Quote from fonfa

    you can make a separate map for it afaik

    In that case, what should I write instead of $selfillum "1" ?

    I cant find any info about it in the source sdk wiki.

  • PhilipK
    • September 7, 2007 at 6:58 PM
    • #5

    I've been trying this before if I remember right. Sadly I couldn't find a way to do it then.

    Somehow for this to work you must obviously be able to specify either the transperancy mask or the illumination mask as in the vmt as a separate texture. So far I don't think that's possible but I can be wrong.

    If you do find a way however please post what you did

    GL

  • Steppenwolf
    • September 8, 2007 at 12:08 AM
    • #6

    It is possible. Did it with the aimpoint of the M4 in Insurgency so it glows at night/in dark areas.

    The texture has to be a "UnlitGeneric" instead of a "VertexLitGeneric"

  • Wunderboy
    • September 8, 2007 at 1:21 AM
    • #7

    Thats interesting because technically, UnlitGeneric shouldn't work on models

  • misterbister
    • September 8, 2007 at 9:59 AM
    • #8

    Thanks alot for the help everyone.

    I really appreciate it.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™