Chrome blends not shiny?

Discussion in 'Mapping Questions & Discussion' started by DrSquishy, Aug 4, 2017.

  1. DrSquishy

    DrSquishy L10: Glamorous Member

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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: Aug 4, 2017
  2. henke37

    aa henke37

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    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.
     
  3. DrSquishy

    DrSquishy L10: Glamorous Member

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    "WorldVertexTransition"
    {
    "$basetexture" "metal/metalchrome001"
    "$basetexture2" nature/dirtground009
    "$blendmodulatetexture" "nature/snowwall_blendmask"
    "%tooltexture" "metal/metalchrome001"
    "%keywords" "tf"
    "$surfaceprop" "metal"
    }
     
  4. Lampenpam

    aa Lampenpam

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    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.
     
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    Last edited: Aug 5, 2017
  5. Pocket

    aa Pocket func_croc

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    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.
     
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  6. DrSquishy

    DrSquishy L10: Glamorous Member

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    nope. Adding the $envmap doesn't do a thing
     
  7. Lampenpam

    aa Lampenpam

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    have you build cubemaps?
     
  8. DrSquishy

    DrSquishy L10: Glamorous Member

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    yep
     
  9. Pocket

    aa Pocket func_croc

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    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.
     
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  10. DrSquishy

    DrSquishy L10: Glamorous Member

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    thanks