I have been able to create my own textures for HL2 but Im having a problem getting them to react to env_cubemap. I know that im getting env_cubemap to work because textures that would normally reflect like glass or tiles are doing so. How do I make my custom textures also reflect. Is it something that I put int the VMT file?
thanks
notnorm
1
Re: Custom reflective textures
Posted by notnorm on Sun Dec 5th at 6:36pm 2004
Posted by notnorm on Sun Dec 5th at 6:36pm 2004
Re: Custom reflective textures
Posted by diablobasher on Sun Dec 5th at 6:38pm 2004
Posted by diablobasher on Sun Dec 5th at 6:38pm 2004
Under the same sort of problem, how do i get my stone walls to reflect, but not my office wallpaper? its annoying me
[addsig]
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diablobasher
member
143 posts
44 snarkmarks
Registered: Oct 18th 2003
Location: England
Occupation: Spastic, Bannisher of HALO!
member
143 posts
44 snarkmarks
Registered: Oct 18th 2003
Location: England

Occupation: Spastic, Bannisher of HALO!
Re: Custom reflective textures
Posted by Tracer Bullet on Sun Dec 5th at 7:01pm 2004

Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA
Occupation: Graduate Student (Ph.D)
Posted by Tracer Bullet on Sun Dec 5th at 7:01pm 2004
I sit possible to look at existing materials that do have reflectivity to see how it was done?
[addsig]Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA

Occupation: Graduate Student (Ph.D)
Re: Custom reflective textures
Posted by BSODUtensil on Fri Jan 7th at 3:12pm 2005
Posted by BSODUtensil on Fri Jan 7th at 3:12pm 2005
think i might be able to help i have made a model in maya and exported
it, the trouble was that parts of the model are metal and the other
parts where coal. I didnt want the coals to be super reflective but the
metal housing to be reflective. I created an alpha with my
basetexture, and the used the following flag to tell render to use
alpha of basetexture as reflection mask
"$basealphaenvmapmask" 1
From my tests it seemed that nearer to white the aplha gets the less reflective that part of the object is.
here was my final vmt hope ths helps
"VertexLitGeneric"
{
"$color" "[1 1 1]"
"$baseTexture" "models/bsod/fire2"
"$selfIllum" 0
"$translucent" 0
"$alpha" 1
"$envmap" "env_cubemap"
"$basealphaenvmapmask" 1
"$envmaptint" "[ .15 .15 .15]"
"$bumpmap" "models/bsod/fire2_normal"
"$basealphaenvmapmask" 1
From my tests it seemed that nearer to white the aplha gets the less reflective that part of the object is.
here was my final vmt hope ths helps
"VertexLitGeneric"
{
"$color" "[1 1 1]"
"$baseTexture" "models/bsod/fire2"
"$selfIllum" 0
"$translucent" 0
"$alpha" 1
"$envmap" "env_cubemap"
"$basealphaenvmapmask" 1
"$envmaptint" "[ .15 .15 .15]"
"$bumpmap" "models/bsod/fire2_normal"
1
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