- Mar 30, 2021
- 143
- 30
So I know about func_reflective_glass and made a few mirrors. But I'm hoping to create a texture that acts just like reflectiveglass001.vmt (see below) but only halfway, the other half is white (or a whiteish streak texture, see attached). That will give it an icy surface look. What will also make this difficult is that I'm placing them on circular platforms above a plane of cheap water.
In my attempts, the plain mirror texture works fine, but any alteration makes the texture either see-through or pure white. If anyone can figure this out (or suggest a material that just reflects an accurate cubemap) please let me know!
VMT of reflectiveglass001 below:
In my attempts, the plain mirror texture works fine, but any alteration makes the texture either see-through or pure white. If anyone can figure this out (or suggest a material that just reflects an accurate cubemap) please let me know!
VMT of reflectiveglass001 below:
Code:
"lightmappedreflective"
{
"%tooltexture" "dev/flat_normal"
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "0"
"$refracttint" "[.5 .5 .6]"
"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" "0"
"$reflecttint" "[1 1 1]"
"$fresnelpower" "0"
"$minreflectivity" "0.8"
"$maxreflectivity" "1.0"
"$normalmap" "dev/flat_normal"
"$surfaceprop" "glass"
"$bumpframe" "0"
}