Forum posts

So basically, just make a separate layer of these hidden func_details for any surface a model needs to be on and be lit by. The player isn't ever supposed to see the actual lightmapped lighting except on models, since any lighting and shadow would be defined through specifically made textures colored for purpose.
There are several different ways to create this effect available in the Source engine.
Yeah I should have specified this was for GoldSrc, I wouldn't have asked this if this was a Source project since this effect is much simpler to achieve in Source because of its material system.
So I'm concepting out a mod and something I want to do is imitate the sector lighting style of old DOOM or Build engine games as opposed to the lightmapped lighting of engines that came after those. While defining my own lighting style and shadows is simple enough with creative texture and geometry, unfortunately I can't simply just not run VRAD when compiling because models need lighting info to be affected by lighting. A work around I thought about was defining most of my textures in a .rad file but with RGB values of 0.1 across the board so that they would be bright and not affected by lightmapping, and then using func_illusionary brushes with light textures for the actual lighting the player doesn't see that is only used to light the models, however that would need ALL of the textures I use to be defined as a light emitting texture and that means literally every texture on every surface would be creating a light entity at compile time.
I'd like to avoid this if possible and I'm wondering if there is a way to make a map texture fullbright/unlit but not actually create a light that serves no purpose at run time.