zaphod Posted November 12, 2004 Author Report Posted November 12, 2004 How do you get dynamic lights to work. I cant get the follow ent feature, and the 'move with parent' thing to work all you have to do is enter the name of the entity you want it to be attached to in the parent field. You can't have anythign daisy chained, so if you have a bunch of things you want to be parented, they all have to be parented to the same object.
Makaveli Posted November 12, 2004 Report Posted November 12, 2004 ok, some shader questions here. Ok, so, the idea here is to give a normal mapped texture specularity. Now, what im going for is to get specualrity like you would get on a regular texture (not normal mapped) with simply a specular map called upon through the VMT. Now, after much trial and error i figured out that you cant use a specular map with a normal mapped texture...i tired a dual VMT approach, same deal. So, i tracked down the tile texture in de_dust and opened her VMT and got the code version of implimenting the specularity, this is how my VMT is coded thus far: "LightmappedGeneric" { "$basetexture" "insurgency/sidewalk" "$surfaceprop" "concrete" "$bumpmap" "insurgency/sidewalk_normal" "$envmap" "env_cubemap" "$envmapsaturation" "[.0001 .0001 .0001]" "$envmaptint" "[.1 .1 .1]" "$normalmapalphaenvmapmask" 1 } Now, the main issue is, i cant seem to increase the specualirty of the texture, IE i cant reach the same effect i can whith a specular map on a non normal mapped texture. So, what values do i adjust to create this effect or what code do i have to enter and or edit? THanks alot ahead of time Zaphod. - Mak
InsaneSingingBlender Posted November 12, 2004 Report Posted November 12, 2004 how do i go about making an smd into a mdl
zaphod Posted November 12, 2004 Author Report Posted November 12, 2004 ok, some shader questions here. Ok, so, the idea here is to give a normal mapped texture specularity. Now, what im going for is to get specualrity like you would get on a regular texture (not normal mapped) with simply a specular map called upon through the VMT. Now, after much trial and error i figured out that you cant use a specular map with a normal mapped texture...i tired a dual VMT approach, same deal. So, i tracked down the tile texture in de_dust and opened her VMT and got the code version of implimenting the specularity, this is how my VMT is coded thus far: "LightmappedGeneric" { "$basetexture" "insurgency/sidewalk" "$surfaceprop" "concrete" "$bumpmap" "insurgency/sidewalk_normal" "$envmap" "env_cubemap" "$envmapsaturation" "[.0001 .0001 .0001]" "$envmaptint" "[.1 .1 .1]" "$normalmapalphaenvmapmask" 1 } Now, the main issue is, i cant seem to increase the specualirty of the texture, IE i cant reach the same effect i can whith a specular map on a non normal mapped texture. So, what values do i adjust to create this effect or what code do i have to enter and or edit? THanks alot ahead of time Zaphod. - Mak http://www.marshmonkey.com/tuts/shaders ... apping.htm
JynxDaddy Posted November 12, 2004 Report Posted November 12, 2004 How do you get dynamic lights to work. I cant get the follow ent feature, and the 'move with parent' thing to work all you have to do is enter the name of the entity you want it to be attached to in the parent field. You can't have anythign daisy chained, so if you have a bunch of things you want to be parented, they all have to be parented to the same object.\ doesnt work can you like... give more detail...
zaphod Posted November 12, 2004 Author Report Posted November 12, 2004 thats all you have to do . . . make sur eyou are using a light_dynamic
JynxDaddy Posted November 12, 2004 Report Posted November 12, 2004 Well It doesnt work? Does it have to be a certain prop? info_spotlight works on melons really well
X-Tender Posted November 12, 2004 Report Posted November 12, 2004 Got a question about env_cubemap .. is it true that currently the calculation of the cubemap is not possible ingame? Because every time i want to make it the console tell me that the file is write protected .. This is a good question X-Tender .. mybe someone can answer it here ..
kleinluka Posted November 12, 2004 Report Posted November 12, 2004 I saw some cube mapping in css so i'm pretty sure it's possible. Check if the file is read only? What "file" are you talking about anyway?
Tequila Posted November 12, 2004 Report Posted November 12, 2004 I saw some cube mapping in css so i'm pretty sure it's possible. Check if the file is read only? What "file" are you talking about anyway? No, X-Tender's right. When you try and use the "buildcubemaps" command in the console, as the SDK tutorial tells you to do, it says the map cannot be written to.
X-Tender Posted November 12, 2004 Report Posted November 12, 2004 mmh great ... so it is currently not possible to create spec maps?! ...
X-Tender Posted November 12, 2004 Report Posted November 12, 2004 /e: forget qwhat i write .. i'am too dumb to copy textures form A to B D= ..
Makaveli Posted November 12, 2004 Report Posted November 12, 2004 ok, some shader questions here. Ok, so, the idea here is to give a normal mapped texture specularity. Now, what im going for is to get specualrity like you would get on a regular texture (not normal mapped) with simply a specular map called upon through the VMT. Now, after much trial and error i figured out that you cant use a specular map with a normal mapped texture...i tired a dual VMT approach, same deal. So, i tracked down the tile texture in de_dust and opened her VMT and got the code version of implimenting the specularity, this is how my VMT is coded thus far: "LightmappedGeneric" { "$basetexture" "insurgency/sidewalk" "$surfaceprop" "concrete" "$bumpmap" "insurgency/sidewalk_normal" "$envmap" "env_cubemap" "$envmapsaturation" "[.0001 .0001 .0001]" "$envmaptint" "[.1 .1 .1]" "$normalmapalphaenvmapmask" 1 } Now, the main issue is, i cant seem to increase the specualirty of the texture, IE i cant reach the same effect i can whith a specular map on a non normal mapped texture. So, what values do i adjust to create this effect or what code do i have to enter and or edit? THanks alot ahead of time Zaphod. - Mak http://www.marshmonkey.com/tuts/shaders ... apping.htm Zaphod, that tut seems to be wrong. The colors, black and white grey etc dont flip when you add them to the normal map's alpha channel. I just tested it out in game and i had to switch the specular map from a light grey to a darker grey b/c the texture was far too bright. Just thought everyone should know :\
zaphod Posted November 12, 2004 Author Report Posted November 12, 2004 mmk, I thought that might be the case. Thats how it used to be but I had a feeling they might have changed it in the last few months, I'm too lazy to test it in cs:s
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