⌐■_■ Posted May 15, 2010 Report Share Posted May 15, 2010 hey there, I'm just fiddling with a little project 'm working on but there seems to be a little problem with my custom blend textures as they show up fullbright in hammer. I've kept the vmt as simple as possible as of yet and I've made every possible change to them to remove the fullbright effect in hammer's 3d view, to no avail. is there anybody here with experience on this subject? google search didn't give me any working solutions Quote Link to comment Share on other sites More sharing options...
insta Posted May 15, 2010 Report Share Posted May 15, 2010 So how does the vmt look like then? Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted May 16, 2010 Author Report Share Posted May 16, 2010 "WorldVertexTransition" { "$basetexture" "n8braker/grassn8" "$basetexture2" "n8braker/rocks" "%tooltexture" "n8braker/grassn8" "$fullbright 0" } kept is as simple as possible Quote Link to comment Share on other sites More sharing options...
DysPatch Posted May 16, 2010 Report Share Posted May 16, 2010 "$fullbright 0" You are missing two quotation marks, but you shouldn't even need that line in the first place. Just removed that line and you should be fine. Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted May 16, 2010 Author Report Share Posted May 16, 2010 did that too, I forgot to remove it after I experimented with it. removing that line doesn't help but I'll do it anyway! thanks for the suggestion. Quote Link to comment Share on other sites More sharing options...
Minos Posted May 16, 2010 Report Share Posted May 16, 2010 did that too, I forgot to remove it after I experimented with it. removing that line doesn't help but I'll do it anyway! thanks for the suggestion. Are you sure you have set your other VMTs to lightmappedgeneric? Have you checked them for errors? Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted May 16, 2010 Author Report Share Posted May 16, 2010 ah, good suggestion. just looked into the vmt's for differences or other errors but I couldn't find any except for the qoutation marks. I've not compiled my map so I'm not sure wether this will cause any problems ingame. as of now I guess I'll have to live with it. thanks anyway Quote Link to comment Share on other sites More sharing options...
Campaignjunkie Posted May 16, 2010 Report Share Posted May 16, 2010 I don't understand. Why wouldn't it show up full-bright in Hammer? Everything does. Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted May 16, 2010 Author Report Share Posted May 16, 2010 well, the textureshader hammer uses for it's 3d view (3D texture shaded polygons option) doens't work for this specific texture, while it does for all others. Quote Link to comment Share on other sites More sharing options...
Minos Posted May 16, 2010 Report Share Posted May 16, 2010 well, the textureshader hammer uses for it's 3d view (3D texture shaded polygons option) doens't work for this specific texture, while it does for all others. I might be completely wrong here but Hammer always shows displacements full bright if I recall correctly. Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted May 16, 2010 Author Report Share Posted May 16, 2010 ugh, just checked and it seems you're right. thanks for the responses everyone Quote Link to comment Share on other sites More sharing options...
dux Posted May 17, 2010 Report Share Posted May 17, 2010 Quote Link to comment Share on other sites More sharing options...
DysPatch Posted May 17, 2010 Report Share Posted May 17, 2010 hi5. didn't even register in my head that he was talking about hammer. Quote Link to comment Share on other sites More sharing options...
⌐■_■ Posted May 17, 2010 Author Report Share Posted May 17, 2010 hi5! it's been like 1,5 years since I've touched hammer, I forget these things. Quote Link to comment Share on other sites More sharing options...
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