TheDanishMaster wrote:Here's my vmt for the wet road texture
- Code: Select all
"LightmappedGeneric"
{
"$basetexture" "custom/road_wet"
"$bumpmap" "custom/road_wet_nrm"
"$envmap" "env_cubemap"
"$envmaptint" "[ 5 5 5 ]"
"$envmapcontrast" 1
"$envmapsaturation" 1
"$normalmapalphaenvmapmask" 1
"$surfaceprop" "concrete"
}
It is basicly just theyou need to mess around with to achieve this look.
- Code: Select all
"$envmaptint" "[ 5 5 5 ]"
Also, should I go with
or
?
And should I can't lower the lightmap grid scale to get sexy shadows here because it already complained about too much light detail in the full version of the map
That's pretty nice Danishmaster, quite like the look of the wet one... but you'd need a good reason for it to look that way (especially indoors).
Back to the road, you should edit your $envmapmask to look more uneven - bear in mind most road surfaces aren't perfectly flat, most of the water pools where the tyres go:



in mind. The puddles will be realtime reflective using the func_reflective thingy on top of the road

















. Without the func_brush block_los the patrolling combine were doing complete 180's because when I was debugging it I found that the combine's LOS sweeps and glitched further than it should have. But in the end I got what I wanted.