Textures Are Fullbright

DarkATiDarkATi 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

Comments

  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    omg, you must set rendermode to solid not texture <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    edited July 2003
    Which render mode are you using? If the texture is {something, you should probably use render mode: solid, with render amount 255. Using render mode: additive will make the texture fullbright.

    Textures which are listed in the .rad file are also made fullbright.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited July 2003
    <!--QuoteBegin--NerdIII+Jul 16 2003, 06:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jul 16 2003, 06:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> omg, you must set rendermode to solid not texture  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Just remember this - if you want an entity brush to look like it's a world brush, set it to rendermode solid.
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    <!--QuoteBegin--Shadowics+Jul 17 2003, 05:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 17 2003, 05:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just remember this - if you want an entity brush to look like it's a world brush, set it to rendermode solid. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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-->
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    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.


    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
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    One moment plz.. you confused me quite a bit. What did you just say? What exactly do you do and what is the result? Could you go into technical details plz?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--NerdIII+Jul 17 2003, 11:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jul 17 2003, 11:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One moment plz.. you confused me quite a bit. What did you just say? What exactly do you do and what is the result? Could you go into technical details plz?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I'm guessing you're referring to confused!'s post, so I'll explain what he said.

    <!--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'.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In this second part he's trying to say that a worldbrush will remember what rendermode it was set as, which is absolutely false. 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'.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Ok, brief rendermode guide:

    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.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Explain additive like that: In the first years of our school life we were told what addition means. So additive means take the color of the background pixel and add the color of the new pixel we want to draw over it.

    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-->
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