It looks like the pivot for shotgun is in the wrong spot. In the case of the invisible model it normally means the name of the diffuse that was applied to the model when exported doesn't match the material name called out in the VMT file. The path and extension do not matter, but the name needs needs to match. For example…
heres an example: "VertexLitGeneric" { "$baseTexture" "models/statue" "$envmap" "env_cubemap" "$envmapmask" "models/statue_spec" "$envmapcontrast" 1 "$envmapsaturation" 1 "$envmaptint" "[.55 .55 .55]" } all the "envmap..." properties are relevant for the specmask. standartvalues are 1. you can toy with the values to get…
Hey, vertexrain... I totally understand what you're talking about...we're people not robots! It stands to reason that every now and again, you might need a break! Happy employees make good workers. Just look at Insomniac. Sure, they still have crunch etc, but they take care of their employees and they make amazing games.…
Here's a sample VMT using phong : "VertexLitGeneric" { "$basetexture" "player/surfer/surfer" (path to your diffuse texture) "$bumpmap" "player/surfer/surfer_normal" (path to your normal map) "$phong" "1" (switches phong shading on) "$phongexponenttexture" "player/surfer/surfer_exponent" (path to your gloss map, aka…
WOO HOO! but now we have to make it visible =/ The top line "LightmappedGeneric" is the shader type. Lightmapped is more for materials used on hammer created objects like walls, floors ect. For props and models you want to use "VertexLitGeneric" if you get into doing characters we'll need to talk about $phong, but thats…
The engine update that came with Episode 1 has loads of new stuff, including spec maps, gloss maps, fresnel effects and "texturewarp" textures (that influence the colour of shadows). All of this is associated with the new phong shader, which is a part of the VertexLitGeneric material type. The old environment map options…
well totally depends on what you are heading too, valkyria chronicles hast some pre hatched textures that combine quite good with the post effect hatching in the shadows, you can do both parts in unreal3, well not in ut3 as you (or at leats i know no way how to) can#t touch the shadows exclusively, but you could hatch dark…