Key to make good metal (HL2)

Key to make good metal (HL2)

Re: Key to make good metal (HL2) Posted by Mad on Sun Jan 9th 2005 at 12:06pm
Mad
8 posts
Posted 2005-01-09 12:06pm
Mad
member
8 posts 1 snarkmarks Registered: Jan 9th 2005 Occupation: . Location: Sweden
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?
Re: Key to make good metal (HL2) Posted by parakeet on Sun Jan 9th 2005 at 5:12pm
parakeet
544 posts
Posted 2005-01-09 5:12pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
maybe you should post this in the hl2 editing , Some people may know there
Re: Key to make good metal (HL2) Posted by Mad on Sun Jan 9th 2005 at 5:37pm
Mad
8 posts
Posted 2005-01-09 5:37pm
Mad
member
8 posts 1 snarkmarks Registered: Jan 9th 2005 Occupation: . Location: Sweden
Ok i thought this was the texture part of the forum, oh well..