Hey. Was working on reflections on the source engine and....they didn't work. My model came out matte.
Screenshot:
[IMG]http://screencloud.net/v/tRL[/IMG]
[url]http://screencloud.net/v/tRL[/url]
Here's a copy of my vmt:
[CODE]"VertexLitGeneric"
{
$basetexture"models/alan/newton"
$surfaceprop metal
$envmap env_cubemap
$envmapmask "models/alan/newton"
}[/CODE]
The reason why the basetex is the same as envmapmask is because the models texture has two areas. The black colored one which I want not to reflect and the white colored which I wash shiny. Wiki told me thats the way it works.
So....what do?
Shine is usually done with phong. Envaps are from cubemaps. Does the map actually include cubemaps?
[QUOTE=wraithcat;41378153]Shine is usually done with phong. Envaps are from cubemaps. Does the map actually include cubemaps?[/QUOTE]
Well I wanted it to be shiny as is reflective. The model is [supposed to be] chrome metal.
Try loading the model on a different map, one of the TF ones for example. I don't think stage has any cubemaps. Also, if your texture work is correct, the cubemapping should work in the model viewer at least, if you don't see it there then it's something to do with your texturing.
Yeah, this is more of an issue with missing cubemaps on the mp then on the model. I'd say that you could fix it easily, but SFM has never handled compiling them at run-time well, and steampipe kind of broke them in all the other branches.
[QUOTE=Lt_C;41386131]Yeah, this is more of an issue with missing cubemaps on the mp then on the model. I'd say that you could fix it easily, but SFM has never handled compiling them at run-time well, and steampipe kind of broke them in all the other branches.[/QUOTE]
Damn. Guess I'll stick to phong then.
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