Source Engine Mod Background.

Okay, I’ve decided to work on a small mod that I’ll probably just keep to myself, unless I feel it wouldn’t be a waste of time putting it on the web, but I have a (most likely very small) problem: I wan’t the background to be animated, like in HL2 or portal, but I don’t know how to do it, and I can’t find any tuts. All I know about it is that it’s a map, and I think a .vmt and .vtf in the materials/console folder. Can anyone teach me how, or link me to a good tutorial on how to do it.

Thanks Ahead.

https://developer.valvesoftware.com/

Specifically:

https://developer.valvesoftware.com/wiki/Modding

More specifically:

https://developer.valvesoftware.com/wiki/Menu_Background_Map

Okay thanks alot for that.

Oh, and one other unrelated thing: In the map, an npc I’m using is always “fullbright” I guess is how to put it. He isn’t being lit according to the lights. Anyone know how to fix this? It’s one of the things that always annoys me that no tutorial I’ve read mentions…

What kind of NPC is it?

Citizen Male07/Mike.

Have you got cubemaps?

Nope, guess that’s the problem huh?

Yes, you need cubemaps.
Once the map is compiled with env_cubemap entities placed, run it and type “buildcubemaps” in the developer console without quotations. You’ll need to do this in both HDR and LDR if the map is compiled in HDR.

Fucking cubemaps, how do they work?

Magic and cubes.

Relating to the same problem, is there a reason any brushes should be self illuminating? I have two brushes with a “flourescent Light” texture and it’s self illuminating. Is it because of the texture I’m using?

Self illuminating as in it glows in the dark or that it emits light? If it’s the latter, and you really want to get rid of the light it’s casting, put a brush under it with the tools/toolsblocklight texture applied.

You could also use the “off” fluorescent light texture if you wanted.

Personally, I love the “on” one- texlights are always so much more efficient to make, and Valve’s brightness levels for them are always spot on.

Oh, great. How did this happen two minutes afterwards?
If a moderator happens by, please delete this post.

cubemaps take 6 pictures of the room its in up down left right forward backward etc. It then somehow prints the pictures as a kind of overlay on the ground, ceiling, walls so you see fake reflected lights. In the map you have to type buildcubemaps in console for it to work.

Both, I tried using the Block light texture and it’s blocking the light that came from it (obviously) but the light still glows in the dark…

I don’t see an of texture…The texture I’m using right now is “flourescentcool003a”…

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