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Whats wrong with my textures?

  • Skjalg
  • October 15, 2005 at 10:14 AM
  • Skjalg
    • October 19, 2005 at 7:10 AM
    • #21

    Okay, i started working on another texture... Now, ive done mostly the same thing, seeing as the textures are very similar... Except i get this ugly look to it

    [Blocked Image: http://www.xperimental.nu/skjalg/normalmap_v3.jpg]

    [Blocked Image: http://www.xperimental.nu/skjalg/normalmap_v3_2.jpg]

    The specular is almost completely black, but i still get the glossy effect.. what to do? Or does it look fine to your eyes? Im trying to achieve the look of rocks that dont reflect much.. It shouldnt shine at all (but still cast shadows ofc)..

    oh, and please C&C on the other work^^

  • h2
    • October 19, 2005 at 11:26 AM
    • #22

    Specularity depends on $envmaptint variable. I never though normal map could work with grass but this one looks pretty cool.

  • Skjalg
    • October 19, 2005 at 12:00 PM
    • #23

    thanks

    okay, i tried the

    Code
    "LightmappedGeneric"
    
    
    {
    
    
        "$basetexture" "cvc2/kl_castleWall2_skjalg"
    
    
        "$bumpmap" "cvc2/kl_castleWall2_skjalg_normal" 
    
    
        "$surfaceprop" "rock"
    
    
        "$envtint" "[0.1 0.1 0.1]" 
    
    
    }
    Display More

    But either that doesnt work or it dont have much effect.. I tried searching some forums, but i didnt find anything.. On the developer wiki they mention"$envmaptint", that didnt have any effect either... On hl2world, some guy says that i have to insert "$normalmapalphaenvmapmask" 1 to make my alpha thing to work.

    Quote

    The envmap tint can be used to set how much light the surface reflectsIf you want that reflectivity to be determined by an anlpha channel on your normal map texture, use "$normalmapalphaenvmapmask" 1

    It didnt have any effect that either... he posted this too as an example;

    Code
    "LightmappedGeneric"
    
    
    {
    
    
    "$baseTexture" "path_to_texture_dir/your_texture"
    
    
    "$bumpmap" "path_to_texture_dir/your_texture_normal"
    
    
    "$normalmapalphaenvmapmask" 1
    
    
    "$envmap" "env_cubemap"
    
    
    "$envmapcontrast" 1
    
    
    "$envmapsaturation" 1.5
    
    
    "$envmaptint" "[0.4 0.4 0.4]"
    
    
    }
    Display More

    But changing my whole vmt code to this didnt have any effect at all... i dont get it..

    edit; i made some changes to the normal map, smoothed it out some, less detailed like the other, and it looks waay better now.. But id like to learn how to play around with the settings in that vmt.. anyone got any good tips or tricks for me?

  • kleinluka
    • October 19, 2005 at 12:44 PM
    • #24

    try making your normal map a little less strong and noisy

  • h2
    • October 19, 2005 at 12:54 PM
    • #25

    Sorry about envmaptint mistake. Try putting "$normalmapalphaenvmapmask" 0 and envmaptint values to something huge, like 2. Make sure it looks like a mirror then. If it works make a specularity map that looks like a chess table and put "$normalmapalphaenvmapmask" 1 . If that doesn't work there must be something wrong with normal map's alpha channel. If there's a problem with alpha you can save it as seperate vtf file and use $ENVMAPMASK. Damn, this doesn't seem to be helpful but you can try it. Make sure you place env_cubemaps and build them ingame.

  • Skjalg
    • October 19, 2005 at 4:42 PM
    • #26
    Quote from kleinluka

    try making your normal map a little less strong and noisy

    Ive done it already (read edit at the bottom of the post). It worked to some degree, but it didnt really get the look i was after...

    h2

    Thanks for the tip, its actually really helpful... I havent tried any of those things...

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