Chrome blends not shiny?

DrSquishy

we've all had better times to die
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Feb 10, 2017
1,297
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As you may know, the chrome texture is usually shiny but when I put it into a blend, all it's shine disappears. How can i fix this?
And is there any way to keep the reflectivity but just tone it down a bit?
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
You mean a blend material. Post the material files involved and wait for someone to point out the missing code in the blend material file.
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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"WorldVertexTransition"
{
"$basetexture" "metal/metalchrome001"
"$basetexture2" nature/dirtground009
"$blendmodulatetexture" "nature/snowwall_blendmask"
"%tooltexture" "metal/metalchrome001"
"%keywords" "tf"
"$surfaceprop" "metal"
}
 
Mar 23, 2013
1,013
347
Add a "$envmap env_cubemap". Isn't that also in the original chrome VMT? You should look at them to figure out how they do things

Though I dunno if it will only apply to one of the two texture or on both. try it out.
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Somebody was able to blend cobblestone with water, of all things, and make it so the water had the usual reflections, so it might be doable with a hack.
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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nope. Adding the $envmap doesn't do a thing
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
OK, I opened up the cobblestone-to-water blend texture that @Bakscratch made, and fiddled around with stuff. I got a better understanding of the wizardry involved and figured out how to use, for example, the metal/metalchrome001 texture that's in the game files. Try this mess on for size:
Code:
LightmappedGeneric
{
    $basetexture [whatever you want to blend to/from]

    $blendmodulatetexture [whatever blend mask you want to use]
    $basetexture2 "metal/metalchrome001" [or whatever]

    $bumpmap [normal map normally associated with the basetexture]
    $bumpmap2 [blank normal map so the chrome part stays flat]

    $envmap "env_cubemap"

    "$normalmapalphaenvmapmask 1 [not sure if this is necessary]

    $surfaceprop [dirt, rock, whatever]
    $surfaceprop2 "metal"
}

Notes: For whatever reason, $envmap only affects $basetexture2. I suspect it might just be attaching it to whichever basetexture it read last, so if you stuck it in between the two it would be the other way around, but I haven't tested this. For the $bumpmap2, you'll need a VTF that's essentially just solid #8080FF. There might be one buried in the files somewhere; I just made my own.

Be sure to only use this for good or for awesome, and always remember to build your cubemaps! Pocket out.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
OK, I opened up the cobblestone-to-water blend texture that @Bakscratch made, and fiddled around with stuff. I got a better understanding of the wizardry involved and figured out how to use, for example, the metal/metalchrome001 texture that's in the game files. Try this mess on for size:
Code:
LightmappedGeneric
{
    $basetexture [whatever you want to blend to/from]

    $blendmodulatetexture [whatever blend mask you want to use]
    $basetexture2 "metal/metalchrome001" [or whatever]

    $bumpmap [normal map normally associated with the basetexture]
    $bumpmap2 [blank normal map so the chrome part stays flat]

    $envmap "env_cubemap"

    "$normalmapalphaenvmapmask 1 [not sure if this is necessary]

    $surfaceprop [dirt, rock, whatever]
    $surfaceprop2 "metal"
}

Notes: For whatever reason, $envmap only affects $basetexture2. I suspect it might just be attaching it to whichever basetexture it read last, so if you stuck it in between the two it would be the other way around, but I haven't tested this. For the $bumpmap2, you'll need a VTF that's essentially just solid #8080FF. There might be one buried in the files somewhere; I just made my own.

Be sure to only use this for good or for awesome, and always remember to build your cubemaps! Pocket out.
thanks