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Source Engine and specularity

greentooth
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CheeseOnToast greentooth
Am I right in thinking that the only type of shiny surface you can get in Source is by environment mapping and cubemaps? There's no "standard" spec mapping? I'm having real trouble getting the look I want for certain things, as envmapping tends to make things look reflective rather than just shiny. I have tried all sorts of stuff in the .vmt files to control it (tint, saturation, contrast etc.) So far the results have been either so minor that it's almost not worth even having a spec pass, or so over the top that everything gets a mirror-like finish. Any Source gurus out there with any tips and tricks? and what the hell does "$halflambert" do? The wiki is pretty inadequate when it comes to stuff like this....

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