• tf2 model is way too shiny
    1 replies, posted
the model i have been working on is way too shiny, i've tried editing the VMT file but i don't know what is making it show up so shiny. Vmt file code: "VertexLitGeneric" { "$basetexture" "\models\weapons\boltbuster/boltbuster" "$phongexponenttexture" "" "$phong" "1" //commented out to use the exponent mask //"$phongexponent" "255" "$phongboost" "1" //scales up the exponent texture which usually only has about 120 levels of exponent "$phongexponentfactor" "135" "$phongalbedotint" "1" "$lightwarptexture" "models/lightwarps/softened_weapon_lightwarp" "$phongfresnelranges" "[.3 .5 3]" "$halflambert" "1" "$glowcolor" "1" "$envmap" "env_cubemap" "$envmaptint" "[.032 .032 .032]" "$tempvar" "0" //commented out to use the exponent mask //"$basephongexponent" "15" //"$basephongboost" "3" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "2" "$rimlightboost" "2.5" "$rimmask" "1" // Cloaking "$cloakPassEnabled" "1" "$sheenPassEnabled" "1" "$sheenmap" "cubemaps/cubemap_sheen001" "$sheenmapmask" "Effects/AnimatedSheen/animatedsheen0" "$sheenmaptint" "[ 1 1 1 ]" "$sheenmapmaskframe" "0" "$sheenindex" "0" "$yellow" "0" "Proxies" { "AnimatedWeaponSheen" { "animatedtexturevar" "$sheenmapmask" "animatedtextureframenumvar" "$sheenmapmaskframe" "animatedtextureframerate" "40" } "invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } "YellowLevel" { "resultVar" "$yellow" } "Multiply" { "srcVar1" "$color2" "srcVar2" "$yellow" "resultVar" "$color2" } "WeaponSkin" { } }
Phong? Lightwarp? Cubemap? Rimlight? I don't know this is the things that ever really cause it. Map you made a normal map without an alpha map?
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