There are so many parameters so i don't know where to begin.
Right now i have this in the vmt-file:
"LightmappedGeneric"
{
"$basetexture" "Metal/Metal1"
"$bumpmap" "Metal/Metal1_normal"
"$envmap" "env_cubemap"
"$envmaptint" "[.5 .5 .5]"
}
Is this enough for a shiny metal texture, like the walls in the citadel. Or is refract and stuff used?
Also right now the texture is getting heavily compressed so fine detail gets blurry.
I know that there is a command like "nocompress" but i don't know
exactly where to use it. Just add it in a text file with the same name
as the tga before vtex, or?
1
Re: Key to make good metal (HL2)
Posted by parakeet on Sun Jan 9th at 5:12pm 2005

parakeet
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Posted by parakeet on Sun Jan 9th at 5:12pm 2005
maybe you should post this in the hl2 editing , Some people may know there
[addsig]
[addsig]
parakeet
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Re: Key to make good metal (HL2)
Posted by Mad on Sun Jan 9th at 5:37pm 2005
Posted by Mad on Sun Jan 9th at 5:37pm 2005
Ok i thought this was the texture part of the forum, oh well..
1
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