crazy specular!

crazy specular!

Re: crazy specular! Posted by KoopaTroopa on Fri Aug 3rd 2007 at 2:08am
KoopaTroopa
18 posts
Posted 2007-08-03 2:08am
18 posts 2 snarkmarks Registered: Jul 18th 2007
I've managed to successfully import both a new character model and some new props into Hammer. However, the character model's texture is showing up extremely shiny, like the specular is cranked. The props are showing up completely silver chrome, with no regard to their actual texture. It's probably something stupid, but I haven't been able to find anything about this. Any ideas?
Re: crazy specular! Posted by fishy on Fri Aug 3rd 2007 at 2:37pm
fishy
2623 posts
Posted 2007-08-03 2:37pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
did you place cubemaps in the level, run the 'buildcubemaps' command in the console when you first loaded the level, and then re-load the level to see how it looked?

anything with a specular mask will look very shiny until you do that^.
i eat paint
Re: crazy specular! Posted by KoopaTroopa on Fri Aug 3rd 2007 at 2:51pm
KoopaTroopa
18 posts
Posted 2007-08-03 2:51pm
18 posts 2 snarkmarks Registered: Jul 18th 2007
Ok, I just tried buildcubemaps and then reloaded the level. Still nothing. In the level, there is no actual color to the texture, it's just a really shiny chrome. In the model viewer however, the texture does show up, but it's still really shiny.
Re: crazy specular! Posted by reaper47 on Fri Aug 3rd 2007 at 3:13pm
reaper47
2827 posts
Posted 2007-08-03 3:13pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Post the material script please (VMT or VTF, I always confuse... the one that's only a few KB in size).

Maybe some values aren't right. Or you forgot a "" in the pathnames or something.
Why snark works.
Re: crazy specular! Posted by KoopaTroopa on Fri Aug 3rd 2007 at 3:40pm
KoopaTroopa
18 posts
Posted 2007-08-03 3:40pm
18 posts 2 snarkmarks Registered: Jul 18th 2007
"vertexlitgeneric" //tells you that this is going to be used on an imported model, not a hammer brush.
{
"$basetexture" "models/props/earth/monkey_bars" //MODIFY - tells hammer where in the "materials" folder your texture is located and what it's name is
// "$bumpmap" "models/props/earth/none" //ONLY USE IF a normal map or a bump map is used with texture. Needs separate vtf. Must remove // 's at beginning of line to activate.
"$normalmapalphaenvmapmask" 1 //DON'T TOUCH - tells it to use the normal map alpha to mask the environment map.
"$envmap" "env_cubemap" //DON'T TOUCH - tells it to use the nearest cube map for reflections. don't touch.
"$surfaceprop" "metal" //MODIFY - defines general characteristics of material
//"$alphatest" 1 //DON'T TOUCH
}
Re: crazy specular! Posted by KoopaTroopa on Fri Aug 3rd 2007 at 5:44pm
KoopaTroopa
18 posts
Posted 2007-08-03 5:44pm
18 posts 2 snarkmarks Registered: Jul 18th 2007
<OK, I'm not sure if this will help diagnose the problem, but if I turn on mat_fullbright, my textures show up fine. Also, if I don't put any cubemap it works. Diagnosis...?
Re: crazy specular! Posted by Stadric on Fri Aug 3rd 2007 at 9:06pm
Stadric
848 posts
Posted 2007-08-03 9:06pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
Try adding "$model" 1

For anyone who wants it, here's the meat of his .vmt

"vertexlitgeneric"
{
"$basetexture" "models/props/earth/monkey_bars"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$surfaceprop" "metal"
}
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: crazy specular! Posted by Riven on Fri Aug 3rd 2007 at 11:07pm
Riven
1640 posts
Posted 2007-08-03 11:07pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Have you tried the "$envmaptint" "[.1 .1 .1]" parameter? That actually has some effect on how "shiny" a texture may be. here is a good explanation on what settings would fit you best.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: crazy specular! Posted by fishy on Fri Aug 3rd 2007 at 11:41pm
fishy
2623 posts
Posted 2007-08-03 11:41pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
"$envmap" "env_cubemap" tells the engine to reflect the cubemap data from this texture. This will always be very shiny, so it needs to have a mask that will reduce the reflection ammount.

"$normalmapalphaenvmapmask" 1 tells the engine that the required mask is to be found in the alpha layer of the bumpmap texture. As there is no bumpmap being used here, the mask can't be found, so everything stays shiny.

If there's no bumpmap or specular mask for the texture, just edit both of those lines from the vmt, and it should look ok.
i eat paint
Re: crazy specular! Posted by reaper47 on Sat Aug 4th 2007 at 6:49pm
reaper47
2827 posts
Posted 2007-08-04 6:49pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I think Riven is right. You need to add $envmaptint values (they're for red, green and blue) and turn all three to below 1 (like 0.1 or 0.5; 0.8 depending on how shiny you want them - the higher the shinier).
Why snark works.