Texture [Request] Real Grey and Percentage Reflectivity

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Hi, well I decided that since there are normal custom DEV textures out there, why not reflectivity ones? So down below in the image I have made perfect 10% increment "REAL GREY" colors with an according divider line color. Now, I have just made the png, I really would like someone to make these into usable textures for me as for when I tried they kept getting a green tint to them. I'm sure that there is someone out there that knows how to get past that dreaded green tint VTFEdit bug.

Here is the image I made for the colors that are right. Don't mind the red, that's just an easy to see separator bar between the colors. Only pay attention to the little line as it's the grid line that should be used. Anyone who can successfully do this for me will be my biggest hero! and will get many many thanks. =D :O:O:O Not sure if I mentioned it above, but both 128x128 square size and 16x16 squares would be the best!
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Quick bump so it can get seen. Someone posted right after me. =(
 

Cerulean

L3: Member
Sep 12, 2008
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To me, it would seem better to use a solid color for the base, and change the specularity (alpha) to your image. I'm guessing you planned on using $envmap, instead use $basealphaenvmapmask. Maybe include a couple different base colors?

Unless its supposed to be on glass... but I can't remember how that is set up in the vmt right now...
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Hmm... well I really have no idea what you are talking about, but I'm sure it's a good idea. I have never made a texture, but I am good with photoshop. What do you mean by base colors and alpha(transparency?)
 

Cerulean

L3: Member
Sep 12, 2008
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$basetexture is basically your image. For this I'm suggesting a solid color to compare different amounts of reflectiveness.

Use the alpha channel to set specularity (cubemap reflections). Alpha doesn't always set transparency. See the link below. Note the part in the article about $basealphaenvmapmask.

http://developer.valvesoftware.com/wiki/$envmapmask

Now if you use a solid gray color as your $basetexture, and an image similar to yours as the $envmapmask, you can see each step up in reflectivity on the gray texture in game.

Also, if you don't know about the photoshop vtf plugin:

http://nemesis.thewavelength.net/index.php?p=39
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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o0o0o okay, yea that's basically what I want to be done. Have the base color each one of those solid greys, i'm not sure how to do the grid lines but i want those as well. and yea using the alpha channel for the reflection would work fine =) If you know how to do that be my guest in having a go at making these for me.
 

Cerulean

L3: Member
Sep 12, 2008
112
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I might try if noone else has by later tomorrow. I'd have to take a look at existing dev textures for the grid.

But... its 5am... sleep.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
782
844
alright, sounds good to me, I have the dev texture layout template if you need it, the .psd

If not and you want to do it from scratch that's also fine with me.

Sleep for me as well now, 8am... T_T Lol
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
*Bump* for old times sake. :)

now i'm sure since there are already reflectivity textures in hammer. Just not all in increments of 10 you could use the vtf's from them...

Code:
"LightmappedGeneric"
{
	// Original shader: BaseTimesLightmap
	"$basetexture" "Dev/reflectivity_10"
	"$surfaceprop" "concrete"
}

Hmmm... seems like the current reflectivity textures are actually... reflective at all...
 

Cerulean

L3: Member
Sep 12, 2008
112
60
ss20090930105848.jpg