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Uragan_Lex

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Everything posted by Uragan_Lex

  1. PogoP - on the ladder you need to go down a little and watch back - there a entry to floor above.
  2. I done it on Hard difficulty level... it was unforgettable horror adventure -_-"
  3. Sweet light & atmosphere
  4. >>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
  5. Second is best
  6. "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 "$detailblendmode" "0"
  7. I edit & simplify your vmt: "LightmappedGeneric" { "$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.
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