Isamu7
07-02-2006, 06:30 PM
Wanted to see if anyone could help me answer this problem.
Currently testing out a character for a HL2 mod and I've got everything working the way I'd like texture wise except for his spec/reflection. I believed I had gotten everything right until I noticed an odd occurance.
More reflection in dimly lit areas than in normal to bright lighting.
I thought I was crazy until I built a small tunnel to block out most of the lighting from the model.
Has anyone run into this problem?
I can get him looking good in the light by upping the brightness of envmaptint setting but he just "shines" brighter in the dark. I find it very confusing.
I've got cubmaps all over the room(made it a bit too big) I've also got the guy standing in a long, unlit corridor to cut out what should be enough light so you couldn't be seen if you where hiding there. I can actually see him in this hall from across the test room.
The VMT file looks like this:
"VertexLitGeneric"
{
"$color" "[1 1 1]"
"$baseTexture" "models/dragoon/dragoontorso_sheet"
"$selfIllum" 1
"$translucent" 0
"$alpha" 1
"$bumpMap" "models/dragoon/dragoontorsobump_normal3"
"$surfaceprop" "metal"
"$envmap" "env_cubemap"
"$envmapsaturation" "[.11 .11 .11]"
"$envmaptint" "[.3 .3 .3]"
"$normalmapalphaenvmapmask" 1
}
If there's another way to get some specular/shine to the armored parts of him other than this technique, I'm all ears.
Currently testing out a character for a HL2 mod and I've got everything working the way I'd like texture wise except for his spec/reflection. I believed I had gotten everything right until I noticed an odd occurance.
More reflection in dimly lit areas than in normal to bright lighting.
I thought I was crazy until I built a small tunnel to block out most of the lighting from the model.
Has anyone run into this problem?
I can get him looking good in the light by upping the brightness of envmaptint setting but he just "shines" brighter in the dark. I find it very confusing.
I've got cubmaps all over the room(made it a bit too big) I've also got the guy standing in a long, unlit corridor to cut out what should be enough light so you couldn't be seen if you where hiding there. I can actually see him in this hall from across the test room.
The VMT file looks like this:
"VertexLitGeneric"
{
"$color" "[1 1 1]"
"$baseTexture" "models/dragoon/dragoontorso_sheet"
"$selfIllum" 1
"$translucent" 0
"$alpha" 1
"$bumpMap" "models/dragoon/dragoontorsobump_normal3"
"$surfaceprop" "metal"
"$envmap" "env_cubemap"
"$envmapsaturation" "[.11 .11 .11]"
"$envmaptint" "[.3 .3 .3]"
"$normalmapalphaenvmapmask" 1
}
If there's another way to get some specular/shine to the armored parts of him other than this technique, I'm all ears.
