Objective: To create a texture for my model, such that different parts have different amount of reflectivity. (Uses $envmapmask) Also, I am aiming at using 1 single VTF file as the material doesn't have any bump map.Methods that can be used
1. use a grayscale texture and $envmapmask command in vmt. This will need 2 vtf files, 1 will be base/diffuse and second will be grayscale specular map. 2. If the material has a bump map, we can use its alpha channel as specular mask. This will again require 2 vtf files. 1 will be diffuse/base texture and the other will be normal map. Uses $normalmapalphaenvmapmask. 3. We can use base texture's alpha channel as specular mask, and this will need only 1 VTF file. This uses $basealphaenvmapmask. (This also works inversely, black is reflective, white is matte.)Problem
For some reason, 3rd method isn't working. It gives me 100% reflectivity all all surfaces. (Check attachments) Also, I wanna ask if there's any guide for all the flags and compression formats used by VTF.