Texture Reflect
Quote from Skinnycap on September 5, 2008, 9:18 amHello.
I wonder how to make your own texture you make to reflect, like the metal texture in game?
If you know what I mean.
Hello.
I wonder how to make your own texture you make to reflect, like the metal texture in game?
If you know what I mean.
Quote from Mek on September 5, 2008, 9:39 amThe reflections are controlled by the material file (vmt). You can look in the metal texture vmt file to see how it is done. I don't understand that much so I cannot provide more information, but I was able to remove the reflections completely in my own shader and used it in my map since two observation room glasses in a 90? angle were glitchy after building cubemaps.
The reflections are controlled by the material file (vmt). You can look in the metal texture vmt file to see how it is done. I don't understand that much so I cannot provide more information, but I was able to remove the reflections completely in my own shader and used it in my map since two observation room glasses in a 90? angle were glitchy after building cubemaps.
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Quote from Remmiz on September 5, 2008, 11:45 amhttp://developer.valvesoftware.com/wiki/%24envmap
Put:
- Code: Select all
$envmap env_cubemap
into your .vmt file.
Note that you also need to create a normal map which defines the reflective amount of the material. The alpha layer of the normal map contains the reflective properties.
http://developer.valvesoftware.com/wiki/%24envmap
Put:
- Code: Select all
$envmap env_cubemap
into your .vmt file.
Note that you also need to create a normal map which defines the reflective amount of the material. The alpha layer of the normal map contains the reflective properties.
Quote from MrTwoVideoCards on September 7, 2008, 5:46 pmAlso you can specify some more parameters, to make it super reflective, or hardly at all.
Also you can specify some more parameters, to make it super reflective, or hardly at all.
Quote from Skinnycap on September 14, 2008, 8:45 amRemmiz wrote:http://developer.valvesoftware.com/wiki/%24envmapPut:
- Code: Select all
$envmap env_cubemap
into your .vmt file.
Note that you also need to create a normal map which defines the reflective amount of the material. The alpha layer of the normal map contains the reflective properties.
It's wokring:D thanks alot!:D
But it's reflect too mucg, is it possible to make to not reflect that much?
Put:
- Code: Select all
$envmap env_cubemap
into your .vmt file.
Note that you also need to create a normal map which defines the reflective amount of the material. The alpha layer of the normal map contains the reflective properties.
It's wokring:D thanks alot!:D
But it's reflect too mucg, is it possible to make to not reflect that much?
Quote from Remmiz on September 14, 2008, 12:35 pmCreate a copy of the texture and add "_normal" to the end of the it. Then in the Alpha 1 layer of this normal map, create a mask to define the reflective amount. The closer to black it is, the less it reflects and the closer to white, the more. I suggest extracting a _normal texture out of the GCFs to take a look for yourself.
Create a copy of the texture and add "_normal" to the end of the it. Then in the Alpha 1 layer of this normal map, create a mask to define the reflective amount. The closer to black it is, the less it reflects and the closer to white, the more. I suggest extracting a _normal texture out of the GCFs to take a look for yourself.