Re: crazy specular!
Posted by KoopaTroopa on
Fri Aug 3rd 2007 at 2:08am
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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
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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
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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 KoopaTroopa on
Fri Aug 3rd 2007 at 3:40pm
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"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
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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 fishy on
Fri Aug 3rd 2007 at 11:41pm
Posted
2007-08-03 11:41pm
fishy
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"$envmap" "env_cubemap" tells the engine to reflect the cubemap data from this texture. This will always be very shiny, so it needs to have a mask that will reduce the reflection ammount.
"$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