DigitalEro Offline

Lights on imported xnalara models

Mon, 10 Mar 2014 17:02:18

Bilge Rat 16

Interesting. That actually looks pretty good. Thanks for the explanation. :)
Mon, 10 Mar 2014 16:35:44

Ganonmaster

"Bilge Rat 16" said ...
Also:
Bug:Deprecated with Source 2007; doesn't work.
This literally does not matter, because $selfillum, $selfillummask and $selfillumtint work just fine.
"Bilge Rat 16" said ...
"Ganonmaster" said ...
https://developer.valvesoftware.com/wiki/$selfillum
He needs to use two textures in the same material, and that page doesn't really explain how to.
That's because it falls outside of the scope of the $selfillum parameter. I get what you mean though. All you need to know is that $selfillum makes the color of the $basetexture shine. So you need to add the emis texture to basetexture as a new layer. Change the blending mode to "Lighten" (not sure if this works the same as in Photoshop), and your basetexture should now look something like this: I then combined this with the model above, and used the unmodified emissive texture and it now looks like this: The VMT:
"vertexlitgeneric"
{
	"$basetexture" "models\texturepanel\zombie_head" 
	"$selfillum" "1"
	"$selfillumtint" "[50 50 50]"
	"$selfillummask" "models\texturepanel\zombie_emis"
}
You can use the $selfillumtint to change the strength and color. In this case, I used 50 because it was a simple value to test it with, but you'll probably want to tweak it because it's a little much. Like always, play around with the parameters and textures until it looks right.
Thu, 13 Feb 2014 13:51:45

Horsey

So I've been screwing around with importing xnalara models to SFM via blender. Some of these models have 'lights' that are supposed to look like they are emitting from the characters body. In the xnalara files there is a light.tga which is essentiallly a blown out copy of the characters diff.tga (similiar to a normal or spec .tga). Is there any way to use this 'light.tga?' If I select add it to the texture and select color it replaces the correct diff.tga on the model in textures. I thougth there may be some way to stack them but apparently not.
Thu, 13 Feb 2014 14:31:44

Ganonmaster

Have you checked out $selfillum?
Mon, 10 Mar 2014 02:56:02

Horsey

Here's what I'm trying to do and where I'm stuck: I want to import this model from XNALara: and this is where I'm at so far: In addition to the diff tga: There is an 'emis' tga that looks like this: I think I need to add the 'emis' image to the diff image as a layer mask but for the life of me cannot figure out how to do it in GIMP. I also think I'm going to need to edit the 'emis' image to select out all of the black and leave the 'light' part only but I'm not sure on that either. Any suggestions or alternate options would be appreciated.
Mon, 10 Mar 2014 11:26:50
Mon, 10 Mar 2014 15:18:13

Bilge Rat 16

"Ganonmaster" said ...
https://developer.valvesoftware.com/wiki/$selfillum
He needs to use two textures in the same material, and that page doesn't really explain how to. Also:
$selfillumtexture <texture> Use a selfillum texture. Bug:Deprecated with Source 2007; doesn't work.