I had no idea before now how little information there is on creating materials, and how to make them this way or that way. Even looking at other materials' settings, it's very unclear what does what, and the Valve Dev Wiki is ... well, written like this:
For example, I made some yellow caution tape with a custom texture, right? And I'm making it a displacement and using Paint Geometry to make it sag and get sort of wrinkly towards the middle. So far, so good. But here's the thing: I want it to also get shiny where the light hits the wrinkly part. So far nothing I've tried has worked, and at this point I'm like, screw it, I'll just ask someone.
So, anyone who knows what all those mysterious terms in the .vmt files actually do, and can put it in normal human language rather than computer-talk, I think I speak for many of us when I say, can you tell us what it's all about?
Gee, thanks, that really helps.$phongexponenttexture path/to/vtf
Filename of texture which defines Phong exponent per texel.
For example, I made some yellow caution tape with a custom texture, right? And I'm making it a displacement and using Paint Geometry to make it sag and get sort of wrinkly towards the middle. So far, so good. But here's the thing: I want it to also get shiny where the light hits the wrinkly part. So far nothing I've tried has worked, and at this point I'm like, screw it, I'll just ask someone.
So, anyone who knows what all those mysterious terms in the .vmt files actually do, and can put it in normal human language rather than computer-talk, I think I speak for many of us when I say, can you tell us what it's all about?