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 >:/
Sorry, you need to Log In to post a reply to this thread.