I was working on some envmap settings for some ported lightsaber models and they looked great untill I took them into dark areas.
[code]"VertexLitGeneric"
{
"$baseTexture" "models\SGG\Starwars\weapons\Anakin_ep3_saber\saber"
"$bumpmap" "models\SGG\Starwars\weapons\Anakin_ep3_saber\saber_normal"
"$halflambert" "1"
"$envmap" "models\SGG\Starwars\weapons\Anakin_ep3_saber\saber_spec"
"$envmaptint" "[2 2 2]"
"$envmapcontrast" 0
"$envmapsaturation" 1
"$normalmapalphaenvmapmask" 1
}[/code]
The areas I alpha'd out on the normal map seem fine, but the spec is still not affected by surrounding light.
Does anyone know what would be causing this?
[CODE]"$envmap" "models\SGG\Starwars\weapons\Anakin_ep3_saber\saber_spec" [/CODE]
shouldn't it be
[CODE]$envmap env_cubemap[/CODE]
or are you using a custom reflection material?
I'm trying to make it work for maps that don't have envmaps.
For some dumb reason, my construct doesn't have them.
could i see saber_spec.vtf?
Here you go, it wasn't meant to be that detailed.
[img]http://www.cubeupload.com/files/be5800saberspec2.jpg[/img]
[editline]06:27PM[/editline]
Alright, I've decided to use this instead.
[img]http://www.cubeupload.com/files/f0c000saberenviro2.jpg[/img]
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