[URL="http://www.youtube.com/watch?&v=mVDQAJ-gPII"]http://www.youtube.com/watch?&v=mVDQAJ-gPII[/URL]
Anyone know how to do this? I've looked up phong stuff but it's all so confusing. ;( Someone help?
If you will be adjusting the phong on a good model which has proper textures, especially a bump/normal map, it's actually really simple! For starters, you only need to focus on 2 parameters.
"$phongexponent" "x"
"$phongboost" "x"
(If the model has a "$phongexponenttexture" parameter, you may want to override that with "$phongexponent".) The phong exponent determins how "tight" or "flat" the light reflection (phong) will be. A higher value will make the phong tighter, which looks more wet, while a higher value will make the phong flat. Adjust the number already present in the VMT file a little bit and keep doing so until it looks just right.
At some point you may get the flatness/tightness just right, but it will be hardly noticeable. That's where "$phongboost" comes in. This parameter is really simple. Increasing the number increases how shiny the phong is, and opposite. Like before, keep adjusting until it looks right.
You may also send the VMT and model to me and I will give it a quick look :)
[editline]28th June 2013[/editline]
Actually, it's probably smarter to adjust the phongboost parameter first, as you'll be able to see the change in the phong tightness/flatness better when you adjust the exponent.
Thanks, I'll be testing this now.
What should the range be? I've set the phong boost to 10. I see no difference.
[QUOTE=tonytoot;41218041]Thanks, I'll be testing this now.
What should the range be? I've set the phong boost to 10. I see no difference.[/QUOTE]
The Source Engine is a little annoying when it comes to fine tuning textures and materials. To see the difference, you'll either have to restart the SFM, making it reload all material and texture files, or update them through the console. To make it as simple as possible, simply enter "mat_reloadallmaterials" into the console. Depending on your PC's power and amount of custom textures, the SFM will be unresponsive for more or less a minute, and after that the materials will be reloaded and you will be able to see the difference.
You also have to take into account the model's normal maps.
Some normal maps require as much as a change of +/-10 to create the same amount of difference as +/-0.1 on other models.
But yes, "mat_reloadallmaterials" is the key to testing differences.
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