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Mamorex

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Everything posted by Mamorex

  1. It works fine in CS:GO, but: - only with flat normal map - you can't place the water surfaces with "water" shader at rooms with mirrors - you must place your mirrors in one surface (like in other Source engine based games) csgo_mirror.zip
  2. Edit: Phong shading dev textures - http://csgo.gamebanana.com/textures/4174 My old animated puddles with Phong shading - http://csgo.gamebanana.com/textures/3968 EddieLTU They works fine for me. Bonus: "LightmappedGeneric" { "$basetexture" "folder/texture" "$phong" "1" "$phongexponent" "40" "$phongamount" "[5 5 5 1.0]" "$offset" "1" "Proxies" { //begin of "Proxies" "EntityRandom" { "scale" "3" "resultVar" "$offset" } "Sine" { "sineperiod" 1 "timeoffset" "$offset" "resultVar" "$phongamount[2]" } "Sine" { "sineperiod" 2 "timeoffset" "$offset" "resultVar" "$phongamount[0]" } "Sine" { "sineperiod" 3 "timeoffset" "$offset" "resultVar" "$phongamount[1]" } } //end of "Proxies" }
  3. I had broken "$bumpmap" material. Nice, it works with LightmappedGeneric too. With "$phongAmount" you can change phong shading colour and contrast of it. "$phongAmount" "[1.0 1.0 1.0 1.0]" - looks good with polished floors "$phongAmount" "[0.3 0.3 0.3 1.0]" - looks good with concrete materials etc.
  4. "$envmap" "env_cubemap" isn't working with phong shading and "LightmappedGeneric" shader. But I think that it works properly with "WorldVertexTransition". "WorldVertexTransition" { "$basetexture" "metal/hr_metal/metal_grated_d" "$bumpmap" "metal/hr_metal/metal_grated_d_normals" "$envmap" "env_cubemap" "$envmaptint" "[0.3 0.3 0.3]" "$phong" "1" "$phongexponent" "1500" "$phongboost" "30" "$phongfresnelranges" "[0.02 0.02 0.02]" "$phongMaskContrastBrightness" "[.05 0.08]" "$phongAmount" "[4 4 4 1.0]" "$surfaceprop" "metal" } Maybe we have a more issues with "WorldVertexTransition" option. I have one - I can't change .vmt after compiling my map, with "mat_reloadallmaterials". I wonder if we made a good blend material. I have an issues with two textures. And I can't waiting for complete parallax mapping. "Parallaxtest" shader...
  5. What program do you recommend for modelling to Source engine? If you can, put a refractive glass into windows.
  6. I like Risen 3 world. Thanks! Nice works.
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