Dogmatic Posted July 23, 2005 Report Posted July 23, 2005 I think hes talking about VMT code. Heres how you make things shiny-- "VertexLitGeneric" { "$baseTexture" "foldername/texturename" "$envmap" "env_cubemap" "$envmaptint" "[ .36 .36 .30 ]" "$envmapconstrast" "1" "$normalmapalphaenvmapmask" 1 } I dont know what the hell you other guys are talking about. Any other texturing questions should be directed here - http://www.hl2world.com/wiki/index.php/ ... :Texturing Quote
Zacker Posted July 23, 2005 Report Posted July 23, 2005 How was that not constructive.:roll: He clearly ask how to create shaders. Didn't ask how to use them. So If he didn't get the hint. He needs to learn c. C is for sure not the language to learn for shaders, you are maybe thinking of Cg? afaik, shaders are written in hlsl, half-life shader language. i think theres also cg, which is nvidias shader language. Yes shaders can be written in HLSL, but it stands for High Level Shader Language:) Quote
InsaneSingingBlender Posted July 23, 2005 Report Posted July 23, 2005 oh, i thought i heard half-life shader language somewhere, thanks for the correction Quote
kleinluka Posted July 23, 2005 Report Posted July 23, 2005 What do you mean, other way around dark = more specular thats weird and doesnt make any sense damn valve. everybody else does it right Quote
kleinluka Posted July 23, 2005 Report Posted July 23, 2005 do you have a sample specular map from valve anywhere? I'd like to see it Quote
kleinluka Posted July 24, 2005 Report Posted July 24, 2005 that almost looks like an opacity map to me o_O Quote
U37 Posted July 24, 2005 Author Report Posted July 24, 2005 Hey Peri, how do you create specular maps for Source? Take selections that are relevant, and simply lower the contrast and desaturate? Quote
mikezilla Posted July 24, 2005 Report Posted July 24, 2005 holy hell peri when did you get so good and do you have a portfolio? Quote
Campaignjunkie Posted July 24, 2005 Report Posted July 24, 2005 I'm pretty sure lighter = shinier. Here's an example of a texture I did (although it's not anywhere near as great as Peri's): I saved the specular as an alpha channel in the normal map. It works great in-game. Quote
st0lve Posted July 24, 2005 Report Posted July 24, 2005 holy hell peri when did you get so good and do you have a portfolio?I smell that mike wants you. peri go update ur folio. Quote
Pericolos0 Posted July 24, 2005 Report Posted July 24, 2005 I'm pretty sure lighter = shinier. Here's an example of a texture I did (although it's not anywhere near as great as Peri's): I saved the specular as an alpha channel in the normal map. It works great in-game. hmm i saved mine as an alpha channel in the diffuse map and it works fine too ;o maybe it's different when you save it with the normal map. holy hell peri when did you get so good and do you have a portfolio? i should really finish off my portfolio site Hey Peri, how do you create specular maps for Source? Take selections that are relevant, and simply lower the contrast and desaturate? yeah thats pretty much what i did with that texture Quote
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