texturetoggle only for "indicator"-stuff?
Quote from mcdaniels on May 18, 2011, 3:49 pmHey guys!
texture toggle: does it only work with the indicator-stuff(blue-yellow stuff) or is it possible, to change e.g. from the glowing "white009" to "orange002" by a trigger/texture_toggle? That has to work someway, it would be soo cool! I already have a configuration with two func_brushes with these textures, by trigger the one brush appears and the other dissappears. works well, the only thing: I WANT TO CHANGE the brightness of orange002 via .rad, but this method of brightening up the texture works only for world brushes, no func_brushes! (the VALVE DEVELOPER COMMUNITY SAYS THAT, too, if you search for "glowing textures" there.
Thanks a lot!
Hey guys!
texture toggle: does it only work with the indicator-stuff(blue-yellow stuff) or is it possible, to change e.g. from the glowing "white009" to "orange002" by a trigger/texture_toggle? That has to work someway, it would be soo cool! I already have a configuration with two func_brushes with these textures, by trigger the one brush appears and the other dissappears. works well, the only thing: I WANT TO CHANGE the brightness of orange002 via .rad, but this method of brightening up the texture works only for world brushes, no func_brushes! (the VALVE DEVELOPER COMMUNITY SAYS THAT, too, if you search for "glowing textures" there.
Thanks a lot! ![]()
Quote from p0rtalplayer on May 18, 2011, 4:57 pmYou can add frames to the vtf and a proxy to the vmt to make any texture work with a texturetoggle, but it won't change the brightness.
You can add frames to the vtf and a proxy to the vmt to make any texture work with a texturetoggle, but it won't change the brightness.
Quote from mcdaniels on May 18, 2011, 7:19 pmyes but it will allow me to use one world brush (instead of 2 func_brushes that are toggled by trigger_multiple) and that allows me to use the .rad for brighter textures, right?
yes but it will allow me to use one world brush (instead of 2 func_brushes that are toggled by trigger_multiple) and that allows me to use the .rad for brighter textures, right?
Quote from Groxkiller585 on May 18, 2011, 9:52 pmnope, VRAD's texturelights go by VMT, NOT frames (remember this is static light we are talking about here...) so if you want, for example and orange texture thAt goes white and have light reflect it you can try some different colored light_spots that turn on and off apporpriately. This also allows a brightness change.
nope, VRAD's texturelights go by VMT, NOT frames (remember this is static light we are talking about here...) so if you want, for example and orange texture thAt goes white and have light reflect it you can try some different colored light_spots that turn on and off apporpriately. This also allows a brightness change.

Quote from mcdaniels on May 19, 2011, 3:18 amdo i understand you: the infos in the .rad that i can change wouldnt apply on the frames of a texture that i write into the .vmt? but if you say the vrad-process goes by vmt, than it reads the framed inside this vmt too, or doesnt it?
sorry this is really new stuff for me... but i have a strong thirst of knowledge
do i understand you: the infos in the .rad that i can change wouldnt apply on the frames of a texture that i write into the .vmt? but if you say the vrad-process goes by vmt, than it reads the framed inside this vmt too, or doesnt it?
sorry this is really new stuff for me... but i have a strong thirst of knowledge ![]()
Quote from Groxkiller585 on May 19, 2011, 6:26 ammcdaniels wrote:do i understand you: the infos in the .rad that i can change wouldnt apply on the frames of a texture that i write into the .vmt? but if you say the vrad-process goes by vmt, than it reads the framed inside this vmt too, or doesnt it?
sorry this is really new stuff for me... but i have a strong thirst of knowledgeIt doesn't read the VMT, so much as just it's name so it knows what texture to place lights in front of. it doesn't get any farther than that, so it would never consider frames.
sorry this is really new stuff for me... but i have a strong thirst of knowledge
It doesn't read the VMT, so much as just it's name so it knows what texture to place lights in front of. it doesn't get any farther than that, so it would never consider frames.

Quote from mcdaniels on May 19, 2011, 6:40 ami want that light-color brush to be covered by a fancy glass. if i use light_spot then in goes true the glass right? but it also would reflect on it. how can i prevent THAT?
i want that light-color brush to be covered by a fancy glass. if i use light_spot then in goes true the glass right? but it also would reflect on it. how can i prevent THAT?
