Texlights, only for brushes? Created 4 years ago2020-02-25 18:50:35 UTC by abbadon abbadon

Created 4 years ago2020-02-25 18:50:35 UTC by abbadon abbadon

Posted 4 years ago2020-02-25 18:50:35 UTC Post #343788
I wonder if it could be possible to make a model´s texture to cast light. Is it possible?
Posted 4 years ago2020-02-25 20:30:19 UTC Post #343789
I don't know much about modelling, but I'm going to presume: almost certainly not.

I think any time that models cast any kind of light, it's via their code and not by some innate property of the model.
Jessie JessieTrans Rights <3
Posted 4 years ago2020-02-25 21:25:51 UTC Post #343791
Mmm, and, is there a way that hte texture will not be affected by light?, I have explained it bad the firs time. I want a texture to be seen even into complete darkness. Like the ammo counter of the Doom3 smg.
Posted 4 years ago2020-02-25 21:42:22 UTC Post #343792
What are we talking about, viewmodel or worldmodel?
As far as I know both with some exceptions for worldmodels are lit with the color of the lightmap under the player/model.
rufee rufeeSledge fanboy
Posted 4 years ago2020-02-25 21:51:47 UTC Post #343794
I want a texture to be seen even into complete darkness.
If you're talking about a brush, tie it to brush-entity and use the _minlight (Minimum light level) input with a value of 1.

If you're talking about a model's texture, have you tried using the "chroma" or "additive" features?

I once tried to make a texlight with the name of the texture within the model and hoping it to give a light, but it doesn't work.

I don't know if you have played Deathmatch Classic; the player can shine and light the environment around while it moves, but I don't think there's such a coded feature in Half-Life.
MrMystery MrMysteryBanned
Posted 4 years ago2020-02-25 22:08:43 UTC Post #343795
If you're talking about a model's texture, have you tried using the "chroma" or "additive" features?
Yes, both, but them gave me transparent meshes.
I don't know if you have played Deathmatch Classic; the player can shine and light the environment around while it moves, but I don't think there's such a coded feature in Half-Life.
Something VERY similar is what I want. So, that code is in the DMC sdk?, and, in the other hand. There was ages ago when I got that SDK in my hands, is it still available?
Posted 4 years ago2020-02-26 04:26:18 UTC Post #343798
Dynamic lights and model lights are point lights and doesnt have that much shadow resolution i think.

You can use a dynamic light and fullbright model so it gives impression of emitting light i think.

I dont know how to make a fullbright model. Maybe there is a way in rendermode. But model will be bright if models origin is in the lighted place.

Because model lights using gouraud shading method and light amount calculated with place of the models origin. There was a post about this i think.
Posted 4 years ago2020-02-26 13:01:03 UTC Post #343799
So, that code is in the DMC sdk?, and, in the other hand. There was ages ago when I got that SDK in my hands, is it still available?
There's Half-Life SDK for free on the Tools section in Steam, but I'm not sure if you can find anything you're looking for in that package.

https://store.steampowered.com/bundle/232/Valve_Complete_Pack/
MrMystery MrMysteryBanned
Posted 4 years ago2020-02-26 19:12:38 UTC Post #343802
Thanks a lot!, well I was trying several things, but I'm afraid this feature is only available in source :(
What I wanted is that the hoverpads of the Nebuchadnezzar ship look like they were emitting light. If someone can point me to a solution to make one of the textures of a model is fullbright in goldsource... =p
Posted 4 years ago2020-02-27 03:00:17 UTC Post #343803
You can try adding flag "fullbright" in the .qc like this:
$texrendermode texture.bmp fullbright
Xash supports fullbright models, as far as I know, so I think it should work.
Dunno about dynamic lights, though, it's all in the code.
Posted 4 years ago2020-02-27 10:07:31 UTC Post #343804
abbadon can't just you make an "additive" type overlay for those bright areas and give that texture an additive flag?
Posted 4 years ago2020-02-27 15:11:10 UTC Post #343805
abbadon can't just you make an "additive" type overlay for those bright areas and give that texture an additive flag?
I tried it. In fact the hoverpad has a separate mesh with only this type of texture (is a flat white 64x64 square), I tried to apply the additive and chrome effect but with no visible result, well, yes, the mesh turned into a greyish or transparent part of the hoverpad. :)
You can try adding flag "fullbright" in the .qc
Did not know that!!, of course I´ll try that!. :) Thanks!!!

EDIT:
 ************ ERROR ************
bad command $texrendermode
Bad luck this time! :(
Posted 4 years ago2020-02-27 15:52:23 UTC Post #343806
Forgot to tell that you need the latest version of the mdl compiler. It can be acquired from Sven Coop SDK.
Posted 4 years ago2020-02-27 20:43:56 UTC Post #343807
Oh, silly me :crowbar: But, where can I obtain the mdl compiler?, the f****ng STEAM tells me that I must launch it to just install the SDK... I hate Steam.... Btw, I have this:

https://forums.svencoop.com/showthread.php/45003-StudioMDL-with-Texture-Shifting-fix

But It return the same error message... :pwned:
Posted 4 years ago2020-02-27 21:41:02 UTC Post #343808
Posted 4 years ago2020-02-27 21:56:45 UTC Post #343809
caption textcaption text
Thanks!!! :crowbar:
Posted 4 years ago2020-02-29 05:51:11 UTC Post #343819
In studiomdl.c there are seven different texture flags - do they all work in regular Half-Life?
Posted 4 years ago2020-02-29 15:58:23 UTC Post #343825
I have finally used Xash model compiler to obtain that result so I can´t tell :(.
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