1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Uragan_Lex

Posts by Uragan_Lex

  • Half-Life: Afraid Of Monsters - Director's Cut

    • Uragan_Lex
    • November 6, 2007 at 4:41 AM

    PogoP - on the ladder you need to go down a little and watch back - there a entry to floor above.

  • Half-Life: Afraid Of Monsters - Director's Cut

    • Uragan_Lex
    • November 5, 2007 at 9:42 PM

    I done it on Hard difficulty level... it was unforgettable horror adventure -_-"

  • ZM_Desolo Released!

    • Uragan_Lex
    • October 26, 2007 at 6:59 AM

    Sweet light & atmosphere

  • reflective texture in source

    • Uragan_Lex
    • October 19, 2007 at 1:23 AM

    >>Put the reflective in a single texture (8bit)

    That will not works(silently - it just wont work) - then normal map present in vmt only way to use specular map is put it to normal map alphachannel. Here live topic: http://www.hl2world.com/bbs/reflection- ... 48011.html

  • I macro'd my CPU

    • Uragan_Lex
    • October 18, 2007 at 12:19 PM

    Second is best

  • reflective texture in source

    • Uragan_Lex
    • October 17, 2007 at 9:45 AM

    "LightmappedGeneric"

    {

    "$basetexture" "cs_duke3d/window01"

    "%keywords" "duke"

    "$surfaceprop" "glass"

    "$bumpmap" "cs_duke3d/window01_normal" <--- Not working

    "$envmap" "env_cubemap"

    "$envmaptint" "[.45 .45 .45]"

    "$normalmapalphaenvmapmask" "1" //only way to use specular map with normal map on same texture - place specular map to alphachannel of normalmap (save to vtf with templae "normal map with alpha") and use this key in vmt

    "LightmappedGeneric_HDR_dx9"

    {

    "$envmaptint" "[.23 .23 .23]"

    }

    }

    About detail textures - use this simple syntax to see "work or not work":

    "$detail" "cs_duke3d\window01_normal" //gigi

    "$detailscale" "1"

    - if your window looks like violet-pink shit - it works

    Additional params can make your detail texture too hidden, so use it later, the all works fine:

    "$detailblendfactor" .8

    "$detailblendmode" "0"

  • reflective texture in source

    • Uragan_Lex
    • October 13, 2007 at 11:13 AM

    I edit & simplify your vmt:

    "LightmappedGeneric"

    {

    "$basetexture" "cs_duke3d/test"

    "%keywords" "duke"

    "$surfaceprop" "glass"

    "$envmap" "env_cubemap"

    "$envmaptint" "[.25 .25 .25]"

    "$translucent" "1"

    "LightmappedGeneric_HDR_dx9"

    {

    "$envmaptint" "[.12 .12 .12]"

    }

    }

    For realistic reflections in glass put env_cubemap entity, go to their properties and make it 256x256 size - clear reflections more realistic. Also in env_cubemap properties you can connect glass brushes - use "brush sides" option.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 24, 2026 at 3:04 PM
  2. POLYSTRIKE - Finally Announced After Years of Development!

    Mocherad
    August 23, 2026 at 7:56 AM
  3. [CS:GO][WiP] cs_opera

    leplubodeslapin
    August 20, 2026 at 12:31 AM
  4. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  5. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  6. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  7. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  8. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  9. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  10. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™