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Texture Reflect

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.

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.

Test Chamber 74:
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!

All maps for Portal (1/2) worth playing are mirrored here.

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.

Also you can specify some more parameters, to make it super reflective, or hardly at all.

Currently working on Darksiders 3.
Remmiz wrote:
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.

It's wokring:D thanks alot!:D
But it's reflect too mucg, is it possible to make to not reflect that much?

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.