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The main purpose of this technique is to maintain texture definition on surfaces further from the camera and to avoid unslightly moiré patterns which can appear on surfaces, especially as they approach an angle parallel to the axis of the camera.
Major Banter wrote:Zecrah, you've come from nowhere yet have rapidly become a Hammer God.
Wtf.

"LightmappedGeneric"
{
$baseTexture "CotD/crimsondarkDesat"
$bumpmap "CotD/container_bump"
$envmap "CotD/cubemaptest2"
$envmaptint "[0.01 0.1 0.1]"
$envmapmask "CotD/container_detail"
$surfaceprop metalvent
}




Major Banter wrote:Zecrah, you've come from nowhere yet have rapidly become a Hammer God.
Wtf.

Mirr5 wrote:It's supposed to be new shiny metal shell on a shipping container that has these small repeating grooves. Best way would've been just have a repeating texture like here + cubemap for shininess, but if the filtering has a good chance of not working at all, I can't use it on my maps. Can't risk it making people's eyes bleed. A shame, really. And yes, I do think that anistropic should prevent this.
But anyways thanks for all the helpers. Gonna set up the game later on other hardware, see if it behaves the same way.
"LightmappedGeneric"
{
$baseTexture "CotD/crimsondarkDesat"
$bumpmap "CotD/container_bump"
$envmap "CotD/cubemaptest2"
$envmaptint "[0.01 0.1 0.1]"
$envmapmask "CotD/container_detail"
$surfaceprop metalvent
}


Warning: $envmapmask will not work in model materials using $bumpmap. See #Alternative_methods.
Major Banter wrote:Zecrah, you've come from nowhere yet have rapidly become a Hammer God.
Wtf.


"VertexlitGeneric"
{
"$basetexture" "models/cra0kalo/props/me_ac_window/ac_win_col"
"$surfaceprop" "Metal_Box"
"$nolod" 1
"$bumpmap" "models/cra0kalo/props/me_ac_window/ac_win_n_s"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
}



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