It is currently Thu Mar 28, 2024 8:00 am
Groxkiller585 wrote:Your trying to make a puddle right?
Just make a decal for it, make a texture that looks sort of like water. Make an animated bumpmap (though have it sutle as it's a puddle) make it transparent, you know the deal. then put it ingame as a decal or overlay, and it should reflect if you buildcubemaps.
pk_hunter wrote:Pretty sure decals can't have normal maps. Certainly run into problems every time I've tried, anyhoo.
poisonic wrote:Did you use a env_cubemap ?? without them reflection sucks big time
pk_hunter wrote:Pretty sure decals can't have normal maps. Certainly run into problems every time I've tried, anyhoo.
Alpha channels embedded in $basetexture work in reverse. Black areas are reflective, white areas are matte. This is because, say, a window texture's alpha mask would be mostly black to allow for transparency -- yet that black part of the mask would also be the most reflective part. To avoid having to duplicate a .VTF file simply to invert the alpha mask, you can use this VMT parameter instead.
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