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Neon Stripes / Textures HDR

A Tutorial for Counter-Strike: Source

Glow effect of textures GET IT!

Hello, in this tutorial I'm gonna explain to you how to make Neon-Stripes like I used them in
gg_heartcore
and
gg_tra_sua
Let's begin


THE GLOW EFFECT (HDR)

Step 1: At first you need a simple one-colored texture (it does also work with multiple colored textures but the effect won't come out that good). I am not going to explain you how to create them, as there are plenty of tutorials out here. Step 2: Now you have a VMT and VTF file. The VMT file will set the preferenecs for our texture. Open your VMT file in a normal texteditor. Step 3: Use this configuration for your texture but replace the path and name to your VTF Note: Only the name of your texture is required, not the file-ending.
"UnlitGeneric"
{
  "$basetexture" "PATH/TEXTURENAME"
  "$surfaceprop" "glass"
  "$selfillum" 1
}
Now the texture is 1) glass, 2) Unlit and 3) Glowing (selfillumming). Step 4: Save the VMT so that it replaces the old one. Be sure that you put it in the right folder fitting to the path you just set. In hammer check HDR in the compile-menu, so that the glow-effect is visible.


TEXTURES SPAWN LIGHTING

Step 1: Locate your "lights.rad" file. For Counterstrike:Source you will find it here: C:\Program Files\Steam\steamapps\common\counter-strike source\cstrike
Step 2: Copy and paste the file to make a backup
Step 3: Now open the lights.rad file in your texteditor.
Step 4: Add (in a new line) your TEXTURE + RGB color + brightness. Example:
customs/pink_neon 255 0 77 200
customs = path in the 'materials' folder
pink_neon = texture name
255 0 77 = My RGB color for a pink lighting
200 = Brightness scale. 200 is fine.
Step 5: Save your new lights.rad and compile your map with this texture.
Attention: The texture must be scaled to 0.25/0.25, else you will have problems with the lightings that is spawned. If you want more light: add a lower scale so that it repeats more often, and the same way around for less light. You can do that in your texture application tool (top-left)
(thx to TDDKami)
++++++++++++++++++++++++++++++++ +++++++ Download an exmaple map! +++++++ ++++++++++++++++++++++++++++++++
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  • .Krusty avatar
    .Krusty Joined 13y ago
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    8y
    You need to edit your lights.rad file.
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    8y
    I downloaded the example map, completely correct sends light. But I can decompile the map again after the compilation, but no neon effect!! may I ask? Did I compile parameters have a problem? I'm not compile using the advanced parameters, but check the hdr.
    Bananite
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    11y
    Posted by Maj._Skillz Problem solved, had a leak in my light_env. Thanks for the help and this great tutorial!
    If you like it, why don't you add it to your favorites? ;)
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    Maj._Skillz Joined 11y ago
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    Problem solved, had a leak in my light_env. Thanks for the help and this great tutorial!
    Bananite
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    11y
    Posted by Maj._Skillz If you look at the picture you can see that my texture light is not illuminating properly. The texture looks like it has just 4 single bulbs in it and I can't seem to figure this out. BTW I already have an extremely high lightmap scale on everything and doesn't seem to help. http://img541.imageshack.us/img541/5530/texturelight.jpg Any help would be greatly appreciated.
    The self-illuminating of the texture is a HDR feature. The spawned lights comes from the lights.rad. If Make sure to have the map compiled in full HDR and also to have a proper skybox (no leaks and stuff). If you mean the lights, though, you need to change the texture size - not the lightmap scale. 0.25 would be more distance between the spawned lights than in 0.01 (of course). Don't overdo it.
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    Maj._Skillz Joined 11y ago
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    If you look at the picture you can see that my texture light is not illuminating properly. The texture looks like it has just 4 single bulbs in it and I can't seem to figure this out. BTW I already have an extremely high lightmap scale on everything and doesn't seem to help. http://img541.imageshack.us/img541/5530/texturelight.jpg Any help would be greatly appreciated.
    Bananite
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    11y
    Posted by cassonberry Yeah i have a slight problem... is this supposed to be used on weapons? because THIS happened... http://s1001.photobucket.com/albums/af132/randomnessftw_2009/css/?action=view¤t=wtf.png
    since this is a mapping tutorial, i don't know if it works for models, too. But I remember a tutorial by someone else 'how to make models glow in dark' or something.
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    cassonberry Joined 11y ago
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    Yeah i have a slight problem... is this supposed to be used on weapons? because THIS happened... http://s1001.photobucket.com/albums/af132/randomnessftw_2009/css/?action=view¤t=wtf.png
    Forget my name and I'll forget
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    11y
    Posted by Wolves Assault Hero Depend how long map compiler because high quality scale, I have core 2 quad Q6600 :)
    Thanks! Nice screens.
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    Wolves Assault Hero Joined 11y ago
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    Posted by darkpivot I'm having the same problem as the comment below. http://img519.imageshack.us/i/lzclassic0002.jpg/
    Look cool neon, I making map neon arena :). I think your lightmap scale is low quality, big gap light. I found better high quality lightmap scale 4-8 for neon & scale 4-8 on floor & wall. my photo 3 different quality scale I make long neon look good high quality scale without gap Depend how long map compiler because high quality scale, I have core 2 quad Q6600 :)
    Maps & Prefabs maker
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