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Custom Refraction Texture Help

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THe problem is REFRACTTINT. Using REFRACTTINTTEXTURE fixes this issue, for reasons unknown to me.
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Ok, my forcefield texture refracts, and is coloured how I want it, however! It seems to magnify the amount of light on ANYTHING seen thru it exponentially
Image
If you notice the wall, it is bathed in shadow, but thru the refraction texture, it is bright and clear. AND, any mildly bright areas are brightened beyond recognition. Can anyone help? Below is my .vmt code.
"Refract"
{
"$normalmap" "dvlstx/forcefield_normal"
"$surfaceprop" "glass"
"$bluramount" "1"
"$refractamount" ".100"
"$scale" "[1 1]"
"$envmap" "env_cubemap"
"$envmaptint" "[.3 .3 .3]"
"$REFRACTTINT" "[44 88 201 100]"
}

please help...
erm, Bumpity bump.

does the map have cubemaps?

Image
http://thespaceturkey.wordpress.com/
The following statement is false
The preceding statement is true

Yes, it had cubemaps. It still illuminated what was seen through it, however. (Essentially, it acts the same with and without cubemaps.)

r_radiosity 3

Currently working on Darksiders 3.
MrTwoVideoCards wrote:
r_radiosity 3

Giving me a console command doesn't help at all. Something like, 'This is what is wrong, and this command will help because...' is good.

Also, this may be a bad time to say this, but I realized that I can't use this idea in my map without thinking of some serious workarounds... *bangs head into monitor*

dvlstx wrote:
Giving me a console command doesn't help at all. Something like, 'This is what is wrong, and this command will help because...' is good.

Also, this may be a bad time to say this, but I realized that I can't use this idea in my map without thinking of some serious workarounds... *bangs head into monitor*

If it doesn't work, then you must have no idea whats going wrong then. Also it's pretty obvious that .100 is very high.

Currently working on Darksiders 3.
MrTwoVideoCards wrote:
If it doesn't work, then you must have no idea whats going wrong then.

That's why he's asked for our help :roll:

MrTwoVideoCards wrote:
Also it's pretty obvious that .100 is very high.

.100 is fine.

dvlstx - try getting rid of the 100 in your $REFRACTTINT line. You only need 3 numbers for the tint. The extra 4th number may be throwing things off a bit. If that doesn't work, add the line

Code: Select all
"$model" "1"

to your VMT, and tie the brush textured with the refracting texture to a func_brush.

Image
gepy wrote:"The companion toilet cannot speak, however it can take your crap."Journey - no idea on length = don't know the % done
Megadude wrote:
A bunch of very helpful and useful information.

Thank you Megadude. He also made the great point to MrTwoVideoCards that my knowing nothing about creating refracting textures, due to my not having any prior experience with said textures, is the whole damn reason I'm asking for help.
Once again, thank you.
[quote="Megadude']dvlstx - try getting rid of the 100 in your $REFRACTTINT line. You only need 3 numbers for the tint. The extra 4th number may be throwing things off a bit.[/quote]
The 4th number is actually the amount of colour saturation to apply to the texture. (0-225, empty to full). I'll try your advice, and post back in a bit.
*glares at MrTwoVideoCards*
EDIT:sorry Megadude, but positivly no change. But what if I used REFRACTTINTTEXTURE instead of REFRACTTINT?

EDIT:REFRACTTINTTEXTURE fixed the problem, but I can't impliment this into my map without some serious changes... DAMNIT! :notwant:

See I let people learn the hard way, not give them the straight answers :D.

Currently working on Darksiders 3.
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