What are you putting in the vmt to make it shiny?
Well i was experimenting with textures/height maps and vmt files.
Your sign/plaques were a good starting point as they had bevelled edges and recessed engraving. So I recreated the plaque, created a height map, used Crazy bump to generate the normal and changed the VMT accordingly.
You have to play around with a bit to get shiny-but-not-reflective, id still like to get it more metallic than plasticy.
The code below needs $ signs before the var name (the editor keeps stripping them)
Code:
"LightmappedGeneric"
{
"baseTexture" "rock2/decal_rock2_red_team3"
"bumpmap" "rock2/decal_rock2_red_team_normal2"
"envmap" "env_cubemap"
"envmapcontrast" 0.1
"envmapsaturation" 0.1
"envmaptint" "[ .50 .50 .50]"
"%keywords" "tf"
}
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