• My envmap settings make stuff glow in the dark
    4 replies, posted
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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