Custom reflective textures

Custom reflective textures

Re: Custom reflective textures Posted by notnorm on Sun Dec 5th 2004 at 6:36pm
notnorm
6 posts
Posted 2004-12-05 6:36pm
notnorm
member
6 posts 1 snarkmarks Registered: Nov 21st 2004 Occupation: Student Location: U.S.
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
Re: Custom reflective textures Posted by diablobasher on Sun Dec 5th 2004 at 6:38pm
diablobasher
143 posts
Posted 2004-12-05 6:38pm
143 posts 44 snarkmarks Registered: Oct 18th 2003 Occupation: Spastic, Bannisher of HALO! Location: England
Under the same sort of problem, how do i get my stone walls to reflect, but not my office wallpaper? its annoying me :sad:
Re: Custom reflective textures Posted by Tracer Bullet on Sun Dec 5th 2004 at 7:01pm
Tracer Bullet
2271 posts
Posted 2004-12-05 7:01pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I sit possible to look at existing materials that do have reflectivity to see how it was done?
Re: Custom reflective textures Posted by BSODUtensil on Fri Jan 7th 2005 at 3:12pm
BSODUtensil
17 posts
Posted 2005-01-07 3:12pm
17 posts 12 snarkmarks Registered: Dec 9th 2004
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"