• Reflective surfaces turn into missing texture checkers.
    6 replies, posted
Hello again. I have a weird problem with cubemaps reflections. Yes, I do know about the SteamPipe cinverstion stuff, but [URL="http://i.imgur.com/noqjigM.jpg"]this[/URL] screenshot should explain it. This happens on every custom reflective material I make. Here is my vmt code if you need it: [CODE]"LightmappedGeneric" { "$basetexture" "framework_4_grey" "$bumpmap" "framework_4_ssbump" "$ssbump" "1" "$envmap" "env_cubemap" "$envmapmask" "framework_4_spec" "$surfaceprop" "Metal" } [/CODE] I've already tried googling it, but it didn't have any results. Thanks in advance for your help!
Hi there, Is it looking like this in your game folder? "materials/custom-name/texture.vmt" You can send me the texture files (both vmt and vtf) to me if you want and i'll take a look at them. cheers!
All keys and values are case sensitive? Instead of "Metal" do "metal" at $surfaceprop.
basetexture is a relative path. If your texture is garrysmod/garrysmod/materials/customstuff/customtexture.vtf your vmf will have $basetexture customstuff/customtexture It automatically assumes the materials directory.
[QUOTE=Stiffy360;49473574]basetexture is a relative path. If your texture is garrysmod/garrysmod/materials/customstuff/customtexture.vtf your vmf will have $basetexture customstuff/customtexture It automatically assumes the materials directory.[/QUOTE] I was fully aware of that. I just had to move the vmt to a folder and change some properties. Thanks for the help though, thread may now be closed if the moderators so wish.
Have you built cubemaps with "mat_specular 0", then changing it back to 1 and restarting? EDIT: Oh nvm didnt read you figured it out >:/
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