misterbister Posted September 7, 2007 Report Posted September 7, 2007 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 Posted September 7, 2007 Report Posted September 7, 2007 Forget my stupidity for not reading the post right
fonfa Posted September 7, 2007 Report Posted September 7, 2007 you can make a separate map for it afaik
misterbister Posted September 7, 2007 Author Report Posted September 7, 2007 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..? 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 Posted September 7, 2007 Report Posted September 7, 2007 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 Posted September 7, 2007 Report Posted September 7, 2007 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 Posted September 8, 2007 Report Posted September 8, 2007 Thats interesting because technically, UnlitGeneric shouldn't work on models
misterbister Posted September 8, 2007 Author Report Posted September 8, 2007 Thanks alot for the help everyone. I really appreciate it.
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