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[Half-Life 2] Model with Normal map and specular

  • mjens
  • September 25, 2007 at 3:24 PM
  • mjens
    • September 25, 2007 at 3:24 PM
    • #1

    Hi,

    I have made a model (in 3ds max 9) with diffuse texture. I want also to make a specular and normal map. Where I have to aply those textures to work fine with exporter and game engine?

  • Erratic
    • September 25, 2007 at 4:51 PM
    • #2

    They're just specified in the .vmt if I recall correctly. Been a few months since I did this.

    There should be some info on the valve dev wiki here with the stuff you have to enter in. One tip though is you should store your spec map in the alpha channel of your normal map image file and use:

    "$normalmapalphaenvmapmask" 1

    for pointing the vmt to it. At least I think that's the common practice and the 'cleanest' way to store all this stuff. Or so I found, I could be wrong there.

  • Wunderboy
    • September 25, 2007 at 5:14 PM
    • #3

    When you export an SMD from Max 9, it takes the name of the texture in the diffuse channel and exports that for each face.

    Source doesnt actually use that texture, what it does is look for a VMT file for the same name, so if your diffuse texture was "mytexture.tga" Source will be looking for "mytexture.vmt" in each of the material paths you specify in your QC.

    Inside the VMT file itself is where you set-up your components for the shader, i.e. specular, diffuse, exponent, etc.

  • mjens
    • September 25, 2007 at 5:56 PM
    • #4

    Thanks a lot - now I know everything what I want :>

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