I am having a terrible time/experience trying to get specular maps to display correctly without a result like this:
I am using the specular in the Normal map alpha channel and am using the $normalmapalphaenvmask to enable this.
here is my vtf file contents:
"VertexLitGeneric"
{
$model "1"
$basetexturetransform "center 0.5 0.5 scale 1.0 1.0 rotate 0.0 translate 0.0 0.0"
$envmapmasktransform "center 0.5 0.5 scale 1.0 1.0 rotate 0.0 translate 0.0 0.0"
$bumptransform "center 0.5 0.5 scale 1.0 1.0 rotate 0.0 translate 0.0 0.0"
$selfillumtexturetransform "center 0.5 0.5 scale 1.0 1.0 rotate 0.0 translate 0.0 0.0"
$selfillummasktransform "center 0.5 0.5 scale 1.0 1.0 rotate 0.0 translate 0.0 0.0"
$basetexture "custom/Barricade_dDo_d"
$envmap "env_cubemap"
$normalmapalphaenvmapmask "1"
$bumpmap "Map _17/Barricade_dDo_n"
$envmapmask "Map _20/Barricade_dDo_s2"
$selfillum "1"
$selfillumtexture "custom/Barricade_dDo_e2"
$selfillummask "custom/Barricade_dDo_e2"
}
I feel like I am completely over my head at this point
cheers.
Replies
You might want to check up on the phong stuff at the VDC.
You want to use something like this in your vmt:
Not sure why you have so many transforms in your vmt but I wouldn't use them unless they have a specific purpose. The above vmt also relies on the fact you're using the EP2 Source Code (TF2, Episode 2, Portal 2 etc) if you want to have an envmap AND phong (specular) together.
This is all presuming you want an actual specular effect and not a cubemap effect. Poke https://developer.valvesoftware.com/wiki/$phong for a better explanation.
The phongexponent is the gloss map.Play with phongboost value(like a multiplier for spec map) and phong fresnelranges.Also the env reflection will also use the normal map alpha channel with "$normalmapalphaenvmask" "1" but suggest using "envmaptint" to tone it down like very very low.
The point is however you don't need both of these. Pick one or the other, the same uvw space can't use two different reflection maps at the same time.