Re: Are these effects possible in Source?
Posted by Grey Matter on
Tue Aug 1st 2006 at 8:08pm
5 posts
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Registered:
Aug 1st 2006
Yeah, I put a alpha channel into my normal map. That's all I can find at the Source Wiki, but it doesn't seem to make much of a difference in game. I can't decide if I'm just doing something wrong or trying to render something that's not possible in the Source engine without extra programming.<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>
Re: Are these effects possible in Source?
Posted by BlisTer on
Wed Aug 2nd 2006 at 3:25pm
BlisTer
member
801 posts
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Jun 10th 2004
Location: Belgium
the "covered in glass" effect you get is probably because you put in a monocolor alpha channel, or because your .vmf hasn't got the correct parameters.
your extra alpha channel should be black-grey-white, with the parts you want to be most reflective as the most white parts, and the parts that should not reflect: black. in the case of a brick there are no important reflective features, so i would just have a black background, speckled with grey to create a "dirt" feeling.
apart from your "$envmap" "env_cubemap" and "$bumpmap" "..." parameters, be sure to put
"$normalmapalphaenvmapmask" 1
in your .vmf
you can also tweak the effect with "$envmapcontrast"
you also have atleast one env_cubemap in your map right?
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