Textures Are Fullbright
DarkATi
Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">Why?</div> My see through textures are fullbright when I make them 255 (i understand how and why it does this but i don;t want it) things like ladders appear super bright. Now, I've seen maps with ladders that aren't superbright how do i make all my see through textured entities normal color?
~ DarkATi
~ DarkATi
Comments
Textures which are listed in the .rad file are also made fullbright.
so, will that make it solid as in not passable... dur it won't huh? sorry for the noob question - though I'm not a noob!! ha ha. Anyway, seriously thanks I'm a goshdarn.
Ha ha <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
[Edit] :: LMAO it canged d!psh!t to goshdarn HA HA!
~ DarkATi
ty for that lol i been making that mistake for a while <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
actually if you set teh render mode and return it to being a world brush it keeps the render mode but becomes a world brush which is handy for walk ways
<!--QuoteBegin--confused!+Jul 17 2003, 09:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ Jul 17 2003, 09:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->render mode solid will only make it appear solid a func_ilusionary can be set the same way nd one can still walk though it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->First, he's simply reminding us that the rendermode doesn't affect any other properties of the entity, so a func_illusionary still allows players to walk through. Which is really just common sense that the rendermode setting would only affect how it is rendered.
<!--QuoteBegin--confused!+Jul 17 2003, 09:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ Jul 17 2003, 09:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->actually if you set teh render mode and return it to being a world brush it keeps the render mode but becomes a world brush which is handy for walk ways<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->In this second part he's trying to say that a worldbrush will remember what rendermode it was set as, which is absolutely <u>false</u>. You can give a worldbrush a rendermode specific, but it will be ignored and have no affect on how it is rendered. Worldbrushes are always rendered 'solid'.
right. but what effect does texture, color and glow have? as far as I know nothing that cant be achieved with additiv, eihter. I never use them. and a hint: if somebody wants to have dark glass, we wont get it with the standart ns textures because pure black in additiv mode is allways invisible. try a dark (!!!) blue or so instead. what I realy dont like: additiv mode "lights" the architecture behind it. if you have a window in front of a pitchblack room, the room will get brighter by changing the additiv value. some kind of "nightvision" I guess <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Rendermode texture renders the brush in the texture that it is textured, with the transparency of the brush set by renderamt. 0 = fully transparent, 128 = half transparent, 255 = fully texture. Texture rendermode is always fullbright, so even a mostly-transparent one would look out of place in a dark room.
Rendermode color is the same as texture, except that it ignores what the brush is textured as, and renders it as a solid color specified by rendercolor. Transparency and lighting are the same as texture.
Rendermode glow is only for sprites, and will give an error if you try to set a brush to it.
Rendermode Additive is exactly what it sounds like, additive. What it does is take the appearance of what's behind it, and add it to the appearance of it's self. It's a little tricky to explain.
Because of screens, gamma and contrast settings the result will mostly not look like the color has been added. If your monitor does not show dark colors bright enough for example it will work like night-vision, by pushing the color to a brightness that the monitor can display more accurately.
For all QuArK users: There is an option in the Half-Life settings that says: In OpenGL use transparency. Activate it and you will see what a certain rendermode will look like in-game. Btw, this was coded by teh me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I just was not able to get rid of the blue parts in rendermode solid, because of the way QuArK imports textures (without transparency).
I have never encountered any errors with the usage of rendermode 'glow' though. Instead it showed up exaclty like 'texture' for me. But Shadowics is right of course: It is meant to be used for sprites anyway. One thing I have to correct is how to make an entity look like a worldbrush: just don't set any rendermode or use 'normal'. 'solid' will also work but only when renderamt is set to '0'. Sorry I had to be so nit-picky, but I am a <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> , that excuses everything. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->