Minos Posted March 19, 2011 Report Posted March 19, 2011 Hi. I have been trying to fix this for a couple of hours now and I honestly can't find a solution. I'm trying to make a pretty simple wall texture, containing a diffuse, a normal and an env map mask (which is saved in the normal map alpha). However, the reflections show up all checkered in Hammer and don't show up at all ingame: I'm using the latest VTF plugin to generate the VTFs. Here's what my material looks like: "LightmappedGeneric" { "$baseTexture" "maps/minotaur0/minoz_wall01" "$bumpmap" "maps/minotaur0/minoz_wall01_normal" "$envmap" "env_cubemap" "$envmaptint" "[ .3 .3 .3 ]" "$normalmapalphaenvmapmask" "1" } I haven't worked with Source in quite a long time so I hope I'm not doing something dumb. Quote
Campaignjunkie Posted March 19, 2011 Report Posted March 19, 2011 Normal maps (or their envmapmasks, whatever) are broken in Hammer, and always show up as checkerboard textures. Once you load it in-game, it should work fine. Quote
dux Posted March 19, 2011 Report Posted March 19, 2011 He said they don't show up in game at all, which I think he meant there's no reflection or anything? Quote
cincinnati Posted March 19, 2011 Report Posted March 19, 2011 "$normalmapalphaenvmapmask" 1 not "$normalmapalphaenvmapmask" "1" Quote
Campaignjunkie Posted March 19, 2011 Report Posted March 19, 2011 Oh, oops, I didn't read the post properly, just saw the screenshot and went with it. (As usual.) The "1" or 1 shouldn't matter with boolean parameters like that. Hmm. Well, if Hammer knows to display the specular like that AT ALL, you know it works. Make sure you're rebuilding your cubemaps and you have enough light sources to generate a proper cubemap at all. Quote
Minos Posted March 19, 2011 Author Report Posted March 19, 2011 I added a cubemap and built the cubemaps: The material doesn't even have the "specular" slot on in the material editor. Quote
Minos Posted March 19, 2011 Author Report Posted March 19, 2011 Ok, it works now. I just had to exit the game and reload the map after building the cubemaps. Thanks guys, sorry for the stupd thread! Quote
dux Posted March 19, 2011 Report Posted March 19, 2011 Ok, it works now. I just had to exit the game and reload the map after building the cubemaps. Thanks guys, sorry for the stupd thread! Old tech is old. Quote
ReNo Posted March 19, 2011 Report Posted March 19, 2011 Yeah it's horribly inefficient like that. My usual process after doing a compile in Source was... - Load map with HDR on - "buildcubemaps" - "mat_hdr_level 0" - "changelevel " - "buildcubemaps" - "mat_hdr_level 2" - "changelevel " - "changelevel " I believe you could use "mat_reloadall" or whatever the command is as an alternative to force a refresh of the cubemaps after building them. Quote
hessi Posted March 19, 2011 Report Posted March 19, 2011 Yeah it's horribly inefficient like that. My usual process after doing a compile in Source was... - Load map with HDR on - "buildcubemaps" - "mat_hdr_level 0" - "changelevel " - "buildcubemaps" - "mat_hdr_level 2" - "changelevel " - "changelevel " I believe you could use "mat_reloadall" or whatever the command is as an alternative to force a refresh of the cubemaps after building them. back in my days reloadallmaterials failed by producing several errors. the changelevel workaround was the way to go. Quote
Skjalg Posted March 20, 2011 Report Posted March 20, 2011 Yeah it's horribly inefficient like that. My usual process after doing a compile in Source was... - Load map with HDR on - "buildcubemaps" - "mat_hdr_level 0" - "changelevel " - "buildcubemaps" - "mat_hdr_level 2" - "changelevel " - "changelevel " I believe you could use "mat_reloadall" or whatever the command is as an alternative to force a refresh of the cubemaps after building them. back in my days reloadallmaterials failed by producing several errors. the changelevel workaround was the way to go. Aye, same here^^ i hate the whole cubemaps thing in source Oh and, this is not a stupid thread. Took me ages to figure out the solution to the same problem... Quote
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