Cardia on 29/8/2014 at 09:15
how can i make the lava texture (water brush) look bright?
AntiMatter_16 on 29/8/2014 at 10:05
You must have lightmapped water enabled. In olddark, water/lava was rendered full-bright. Lightmapped water allows water to have shadows on it, and not stick out like a sore thumb. =P
Any texture can be rendered full bright, by adding "Renderer->Render Type:unlit" to it. You'll want to do this for the "LavaTex" archetype in the Object Hierarchy Texture tree, so all lava textures will be rendered full bright.
Reportalize and you should be golden.
Le MAlin 76 on 29/8/2014 at 10:50
Or you can too create a material texture:
Quote:
render_pass
{shaded 0
uv_source TEXTURE}
Cardia on 29/8/2014 at 14:01
Quote Posted by Le MAlin 76
Or you can too create a material texture:
i added Build_dlg , and had to disable lightmapped water. this time i have the lava in full brightness :D
Yandros on 29/8/2014 at 16:24
... but now your water is fullbright too. If you do what AM_16 said, you can change it back so the water looks realistic and also have the lava bright.
AntiMatter_16 on 29/8/2014 at 17:39
You'll also need to save your gamesys after editing it. Forgot to mention that.
Cardia on 29/8/2014 at 21:36
i did unlit the textures and yet nothing happened .
Cardia on 29/8/2014 at 21:49
another question regarding build_dlg , i leave brush filtering always disable, is that ok?
Yandros on 29/8/2014 at 23:58
After making any of these changes, you have to portalize or optimize to see the changes. Also, I'm not sure what that build setting does.
ZylonBane on 30/8/2014 at 01:49
Quote Posted by Yandros
Also, I'm not sure what that build setting does.
Dude what? We've talked about this multiple times. Disabling brush filtering turns off DromEd's retarded default behavior of omitting everything from processing that's hidden in the filter settings. Saves you having to unhide everything every time before doing a build.