Custom Refraction Texture Help
THe problem is REFRACTTINT. Using REFRACTTINTTEXTURE fixes this issue, for reasons unknown to me.
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

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]"
}
erm, Bumpity bump.
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.
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
MrTwoVideoCards wrote:
Also it's pretty obvious that .100 is very high.
.100 is fine.
dvlstx - try getting rid of the 100 in your $REFRACTTINT line. You only need 3 numbers for the tint. The extra 4th number may be throwing things off a bit. If that doesn't work, add the line
"$model" "1"
to your VMT, and tie the brush textured with the refracting texture to a func_brush.
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.
"Megadude' wrote:
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.
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! 
.
moral: we are all trying to help. regardless of our assholery. so CTFD
MrTwoVideoCards wrote:
See I let people learn the hard way, not give them the straight answers.
So, you are harsh and abrassive like me, but lack a sense of humor until... now...
Also, as I said in the my overly edited first post, TEH PROBLEM WAS $REFRACTTINT. USING $REFRACTTINTTEXTURE INSTEAD FIXES THE WHOLE DAMN THING!