Transparent Texture Problem
Xero
Join Date: 2002-11-14 Member: 8565Members, Constellation
<div class="IPBDescription">Bright even in low lighting</div> In a part of my map, I have some transparent wires hanging from the ceiling in a dark room. However, the wires are a bright white, despite the low lighting. They are func_wall entities with render mode = texture, fx amount = 255, and everything else default. Can anyone enlighten me why they are so bright?
Comments
'texture' rendermode is generally only for glass.
I personally always use the value '1', simply because I'm too lazy to type in three whole digits. I've never had a problem with my SOLID mode ents from doing so.
I personally always use the value '1', simply because I'm too lazy to type in three whole digits. I've never had a problem with my SOLID mode ents from doing so.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I always thought that the render amount for solid mode would render the color in that numbered index on the pallete as the invisible color. Which is why it's standard to put the blue in the 255th pallete index, and was the reason why some of the { infestation textures in the ns.wad wouldn't completely remove all the blue (because there was some blue in the texture from pallete numbers other than 255).
Rendermode_solid - Removes the last colour in the pallet and colours not removed are becuase they are not the last colour in the pallet
Rendermode_transparent - Renders the entire texture at one "alpha" amount and does not get affected by lighting
rendermode_additive - dark areas on the texture will darken what is seen through it and light areas will brighten them, again not affected by lighting and the amount affects how visible just as transparent.
the other ones don't work on brushes.