Reflective Textures

Discussion in 'Mapping Questions & Discussion' started by DaDema, Jun 15, 2016.

  1. DaDema

    DaDema L-3: Not very succesful map maker

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    When I looked at the room 2016 contest I saw a lot of reflective textures (like windows).
    Do you need to change the vmt or is there an other way?
     
  2. Pocket

    aa Pocket func_croc

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    Are you one of those people who can't see reflections any more because of that TF2 bug? There are plenty of default textures that reflect; you just have to manually type "mat_reflectivity 1" in the console between starting the game and connecting to a server.
     
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  3. Mikroscopic

    aa Mikroscopic

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    I think he might mean for making custom textures.
     
  4. henke37

    aa henke37

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    Textures don't reflect. Materials do.
     
  5. DaDema

    DaDema L-3: Not very succesful map maker

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    Yeah exactly
     
  6. worMatty

    aa worMatty Repacking Evangelist

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    If you want to make a material reflect cubemaps, you use the $envmap property. Follow the link to the property's page on the VDC and you'll find other properties you can use to adjust the result. Specular masks are very useful for controlling spots of reflection, and their strength, across a material. A good example to study is cp_manor/wood_floor01.vmt. Note that the $reflectivity property controls the amount and colour of light that bounces off a material, and is not used to govern the reflection of cubemaps.

    Another option for reflecting stuff is func_reflective_glass, though it rarely has a use in a typical TF2 map.
     
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