- Aug 29, 2008
- 57
- 6
Okay, I probably won't ever use every sort of map for a single texture, but I just want to know what is possible to do within one vmt file. Would it be possible to have the following all in one texture:
-color/diffuse
-normal
-spec
-transparency
-self illumination, or glow
As it stands, I can get everything to work in one file except for specularity. I haven't tried glow yet, but specularity is my main problem right now. It won't show up. Here's the vmt:
"LightmappedGeneric"
{
"$basetexture" "custom/platform_color"
"model" 1
"$surfaceprop" "wood"
"$envmap" "env_cubemap"
"$bumpmap" "custom/platform_normal"
"$normalmapalphaenvmapmask" 1
"$translucent" 1
}
As you can tell, I am using the base color map's alpha to make the transparency and the normal map's alpha is supposed to determine the specularity. When i'm viewing my scene in hammer, I can see that the material is being displayed as specular, but not in game. I also have a valve-made floor tile texture that is displayed as specular in hammer as well, but doesn't show in game either. This makes me think that it's either my lighting setup or that it's some setting that i'm unaware of. I'm using a plain old default "light" entity to light the room, and I have a cube map in it to handle the reflection. I've tried the mat_specular 1 command and it doesn't work. I've also tried rebuilding cubemaps and trying HDR lighting. Nothing seems to get it to show. Does anybody know how to solve this?
-color/diffuse
-normal
-spec
-transparency
-self illumination, or glow
As it stands, I can get everything to work in one file except for specularity. I haven't tried glow yet, but specularity is my main problem right now. It won't show up. Here's the vmt:
"LightmappedGeneric"
{
"$basetexture" "custom/platform_color"
"model" 1
"$surfaceprop" "wood"
"$envmap" "env_cubemap"
"$bumpmap" "custom/platform_normal"
"$normalmapalphaenvmapmask" 1
"$translucent" 1
}
As you can tell, I am using the base color map's alpha to make the transparency and the normal map's alpha is supposed to determine the specularity. When i'm viewing my scene in hammer, I can see that the material is being displayed as specular, but not in game. I also have a valve-made floor tile texture that is displayed as specular in hammer as well, but doesn't show in game either. This makes me think that it's either my lighting setup or that it's some setting that i'm unaware of. I'm using a plain old default "light" entity to light the room, and I have a cube map in it to handle the reflection. I've tried the mat_specular 1 command and it doesn't work. I've also tried rebuilding cubemaps and trying HDR lighting. Nothing seems to get it to show. Does anybody know how to solve this?