- May 17, 2009
- 32
- 0
Hi. I'm making a map where there's spikes on walls. I want them to look sharp and shiny, so I was thinking of making them be super reflective.
This is my VMT (almost entirely copied from the Medic's mirror):
although ingame its not reflective at all. Any ideas?
This is my VMT (almost entirely copied from the Medic's mirror):
Code:
"LightmappedGeneric"
{
"$basetexture" "tf2ware/map_textures/white_shiny"
"$surfaceprop" "metal"
"$bumpmap" "models\effects\flat_normal"
"$envmap" "env_cubemap"
"$envmaptint" "[2 2 2]"
"$basealphaenvmapmask" 1
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "12"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 1 4]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" "2"
}
although ingame its not reflective at all. Any ideas?