Dark side of the sprite
Quote from boctroy on July 13, 2013, 3:52 pmi tried using env_sprites in the new portal level i am creating, however when ever i'm on one side of the sprites they turn dark and black. when i'm standing on the other side they look just fine. My first thought was lighting so i put a light on the dark side to no effect. any help would be appreciated.
i tried using env_sprites in the new portal level i am creating, however when ever i'm on one side of the sprites they turn dark and black. when i'm standing on the other side they look just fine. My first thought was lighting so i put a light on the dark side to no effect. any help would be appreciated.
Quote from LoneWolf2056 on July 13, 2013, 3:58 pmHave you tried setting the Render Mode of the sprite to "World Space Glow"
Have you tried setting the Render Mode of the sprite to "World Space Glow"
Quote from boctroy on July 13, 2013, 4:08 pmTo give a better idea of whats going on here is a picture, the feathers are the sprites. this is the dark side.
sprite glitch.png
To give a better idea of whats going on here is a picture, the feathers are the sprites. this is the dark side.
Quote from Brainstone on July 14, 2013, 7:01 amstrange. Sprites should look the same from all directions... what happens if you move them a bit upwards, out of the desk?
strange. Sprites should look the same from all directions... what happens if you move them a bit upwards, out of the desk?
Quote from boctroy on July 15, 2013, 6:48 pmalot of my problem went away when i compiled with hdr under rad, so it is the right color most of the time now.
alot of my problem went away when i compiled with hdr under rad, so it is the right color most of the time now.
Quote from Skotty on July 16, 2013, 4:46 amboctroy wrote:alot of my problem went away when i compiled with hdr under rad, so it is the right color most of the time now.This statement should tell yourself you still haven't solved any problem.
I took a look on your sprite .vmt and as I thought:
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "Custom/redfeather"
"$translucent" "1"
}Using "LightmappedGeneric" here is wrong. Sprites are special textures. Next time take a look into existing textures in Portal 2's VPK files.
The correct .vmt must be:
- Code: Select all
"Sprite"
{
"$basetexture" "Custom/redfeather"
"$spriteorientation" "vp_parallel"
"$spriteorigin" "[0.5 0.5]"
}
This statement should tell yourself you still haven't solved any problem.
I took a look on your sprite .vmt and as I thought:
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "Custom/redfeather"
"$translucent" "1"
}
Using "LightmappedGeneric" here is wrong. Sprites are special textures. Next time take a look into existing textures in Portal 2's VPK files.
The correct .vmt must be:
- Code: Select all
"Sprite"
{
"$basetexture" "Custom/redfeather"
"$spriteorientation" "vp_parallel"
"$spriteorigin" "[0.5 0.5]"
}