Possible to get a reflective texture when also translucent?

"VertexLitGeneric"
{
	"$basetexture" "models/natalya/static/wnd_gls_02"
	"$translucent"	"1"
	"$envmap" "env_cubemap"
	"$envmaptint"			"[.20 .20 .30]"
}

So if $translucent is 1 then I get translucency, but no reflections. If I remove it then the cubemap reflections work but obviously it becomes opaque. What should I do? Is this even possible with VertexLitGeneric? $alphatest “1” makes the texture disappear completely.

Not sure what you are doing works fine for me

http://puu.sh/6hZ9l.jpg



"VertexlitGeneric"
{
	"$basetexture" "models/cra0kalo/vehicles/blackhawk/blackhawk_glass_blade_color"
	"$surfaceprop" "Metal"
$envmap env_cubemap
$envmaptint "[.4 .4 .4]"	
	"$nocull" 1
	"$nodecal" 1
	"$nolod" 1
	"$translucent" 1
}


Looks like that for me in HLMV as well, but in-game there are no reflections. I’m using CS:GO by the way, maybe GMod is different?

[editline]12th January 2014[/editline]

"VertexlitGeneric"
{
	"$basetexture" "models/natalya/static/wnd_gls_02"
	"$surfaceprop"	"glass"
	"$envmap" "env_cubemap"
	"$envmaptint"			"[.20 .20 .30]"
	"$nodecal" "1"
	"$nolod" "1"
	"$translucent"	"1"
}

Check it out, I made it more like yours, but with no effect:

You need an inverted envmap for translucency. White is nonenvmapped, black is full envmap

Do you mean I need a black alpha channel in the texture? I don’t have time to test it right now but I can in a couple of hours.

Yes, envmaps are inverted with translucency - Due to windows really, is probably a hack before they started putting envmap masks into normal maps.

Okay so I put a black alpha channel in the texture and now it is 100% translucent, you can’t see it at all, totally invisible. No reflections either obviously, didn’t change the .vmt from what is shown there. I am using Photoshop CS4 and I saved it as a .tga, should I be trying it another way? I am importing into VTFEdit with DXT3 Alpha format.

Uh, doesn’t it need to be Lightmappedgeneric and not vertexlitgeneric for map brushes?