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View Full Version : Hl2 specular/reflection problem


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.

Black Skull Inc.
07-09-2006, 07:42 PM
This probem has to do with the alpha channel of your normal map. Its been a while since I did any mods for Hl 2, but I think what you do for the normal map, is go to the channel panel in adobe and if there is a white alpha there select and delete it, and then create a new one, then select the alpha, and nothing else and save you normal map. Like I said I haven't had to do this in a while so I'm not 100% sure on this. Try it and let me know if it works.

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07-09-2006, 07:42 PM
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