

Shaders are what you first see at the top of the material files code, in your case they are the "VertexlitGeneric" (used in models) and the "LightmapGeneric" (the most common and widely used for many textures in floors, walls, ceilings, etc).įor example, if you take a close look in game, you'll see how the signage texture shines in the dark, this is made through the alpha channel of your texture and using the parameter $selfillum 1. The alpha channel is used in the game in many ways by each one of the multiple shaders. Oh, I now know what you mean: what you see inside Gimp or Paint.Net is the texture's alpha channel. Quote from josepezdj on October 5, 2015, 6:12 pm Signage_box_catcher.vmt Code: Select all "LightmappedGeneric"

$phongexponenttexture "modelspropsMetal_box_exponent" Metal_box.vmt Code: Select all VertexLitGeneric (Quick note: I haven't edited the text of any of the VMF's except for their basetexture path) Quote from AuesomeMan3840 on October 5, 2015, 4:53 pm I'm wondering if this is meant to happen or if I'm messing something up.Īlso: I edited some wall and floor textures because they are part of the mod, and they show up with proper transparency in PDN and Gimp. I'm also attempting to make a skin for a cube, but the transparency is like the signage. The VTF shows up normally in VTFEdit and looks fine in-game. However, when I open up the VTF for the signage that I want to edit in Paint.Net or Gimp, it shows up as half transparent.
#VTF TO VMT MOD#
So I'm currently working on a mod for Portal 2, and I'm wanting to create custom signage for the different test elements I'm adding. Quote from AuesomeMan3840 on October 5, 2015, 2:59 am
