Try this :
Quote"LightmappedGeneric"{
"$basetexture" "kami/k5_wall03"
"$bumpmap" "kami/k5_wall03_normal"
}
Try this :
Quote"LightmappedGeneric"{
"$basetexture" "kami/k5_wall03"
"$bumpmap" "kami/k5_wall03_normal"
}
ok my normal is not embedding into the k5_wall03, is it supposed to be seperate vtf?
yea, the way all this stuff works is very file intensive. I wish it would compile everything into one texture file. My record is 160 files for one breakable model. Sometimes it just gets plain rediculous.
Got a question about env_cubemap .. is it true that currently the calculation of the cubemap is not possible ingame? Because every time i want to make it the console tell me that the file is write protected ..
Quote from Zaphodyea, the way all this stuff works is very file intensive. I wish it would compile everything into one texture file. My record is 160 files for one breakable model. Sometimes it just gets plain rediculous.
it would be cool if it was a type of pak file that each model had so all its info is self contained and seperated, this is going to be pure madness
I huh well "discovered" something else...
When you have a look at the cobble vmf you notice that each window model has a hole behind it. If you have a lot of windows this takes a bit of your compiling time cause it has to create an extra vis with each window.
[Blocked Image: http://adamowen.com/assets/tuts/nodraw07.jpg]
[Blocked Image: http://adamowen.com/assets/tuts/nodraw08.jpg]
So what i did is this... I just removed the hole and replaced by a nodraw textured brush. There was no hole but the lighting from the model was fucked up.
[Blocked Image: http://users.pandora.be/desert/delaz/light.jpg]
So I added a info_lighting entity to the model. And the problem was fixed. If you can use that same info_lighting for almost every window it saves some precious compile time... and it doesnt have that hole.
[Blocked Image: http://users.pandora.be/desert/delaz/1_entity_+_no_holes.jpg]
So we can use the same info_lighting for all the models, where we normally have a hole for each model.
So 1 entity and no holes D:!
maybe it has something to do with all the same textures winding up into alot of different wad files in halflife... maybe they thought it would be smaller (filesize-wise) to keep each texture seperate, like... my cstrike folder har around 50 wads in it, and i bet i could delete at least 5 or 6 of them, and not loose one texture (but some maps wouldnt work tho)...
if you see what i mean?
Other question for Zaph
When you put sv_cheats and type impulse 107, the name of texture infront of you will show up in the console. So I did that with the shiny tile floor from de_dust and it gave a strange number after the texture name
] impulse 107
Texture: maps/de_dust/de_dust/tilefloor02_640_1232_72
] impulse 107
Texture: maps/de_dust/de_dust/tilefloor02_0_1376_72
] impulse 107
Texture: maps/de_dust/de_dust/tilefloor02_0_1648_72
Display More
I'm trying to get some specular looking textures ingame... I have lots of troubles.. but what the hell are those numbers?
Haha, this is so awesome, like discovering the HL engine for the first time ("Oooh dang guys, func_train has an avelocity setting!")
how do i make shaders
Quote from DelaZOther question for ZaphWhen you put sv_cheats and type impulse 107, the name of texture infront of you will show up in the console. So I did that with the shiny tile floor from de_dust and it gave a strange number after the texture name
Code Display More] impulse 107 Texture: maps/de_dust/de_dust/tilefloor02_640_1232_72 ] impulse 107 Texture: maps/de_dust/de_dust/tilefloor02_0_1376_72 ] impulse 107 Texture: maps/de_dust/de_dust/tilefloor02_0_1648_72I'm trying to get some specular looking textures ingame... I have lots of troubles.. but what the hell are those numbers?
I have no idea ![]()
ok, some shader questions here. Ok, so, the idea here is to give a normal mapped texture specularity. Now, what im going for is to get specualrity like you would get on a regular texture (not normal mapped) with simply a specular map called upon through the VMT. Now, after much trial and error i figured out that you cant use a specular map with a normal mapped texture...i tired a dual VMT approach, same deal. So, i tracked down the tile texture in de_dust and opened her VMT and got the code version of implimenting the specularity, this is how my VMT is coded thus far:
"LightmappedGeneric"
{
"$basetexture" "insurgency/sidewalk"
"$surfaceprop" "concrete"
"$bumpmap" "insurgency/sidewalk_normal"
"$envmap" "env_cubemap"
"$envmapsaturation" "[.0001 .0001 .0001]"
"$envmaptint" "[.1 .1 .1]"
"$normalmapalphaenvmapmask" 1
}
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Now, the main issue is, i cant seem to increase the specualirty of the texture, IE i cant reach the same effect i can whith a specular map on a non normal mapped texture. So, what values do i adjust to create this effect or what code do i have to enter and or edit? THanks alot ahead of time Zaphod.
- Mak
how do i go about making an smd into a mdl
Quote from Makaveliok, some shader questions here. Ok, so, the idea here is to give a normal mapped texture specularity. Now, what im going for is to get specualrity like you would get on a regular texture (not normal mapped) with simply a specular map called upon through the VMT. Now, after much trial and error i figured out that you cant use a specular map with a normal mapped texture...i tired a dual VMT approach, same deal. So, i tracked down the tile texture in de_dust and opened her VMT and got the code version of implimenting the specularity, this is how my VMT is coded thus far:
Code Display More"LightmappedGeneric" { "$basetexture" "insurgency/sidewalk" "$surfaceprop" "concrete" "$bumpmap" "insurgency/sidewalk_normal" "$envmap" "env_cubemap" "$envmapsaturation" "[.0001 .0001 .0001]" "$envmaptint" "[.1 .1 .1]" "$normalmapalphaenvmapmask" 1 }Now, the main issue is, i cant seem to increase the specualirty of the texture, IE i cant reach the same effect i can whith a specular map on a non normal mapped texture. So, what values do i adjust to create this effect or what code do i have to enter and or edit? THanks alot ahead of time Zaphod.
- Mak
Quote from Zaphod
all you have to do is enter the name of the entity you want it to be attached to in the parent field. You can't have anythign daisy chained, so if you have a bunch of things you want to be parented, they all have to be parented to the same object.
\doesnt work
can you like... give more detail...
thats all you have to do . . . make sur eyou are using a light_dynamic
Well It doesnt work? Does it have to be a certain prop?
info_spotlight works on melons really well
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