PogoP - on the ladder you need to go down a little and watch back - there a entry to floor above.
Posts by Uragan_Lex
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I done it on Hard difficulty level... it was unforgettable horror adventure -_-"

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Sweet light & atmosphere

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>>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
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Second is best

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"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"
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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.