I'm currently working on some models for a l4D map but i'm having a major headache over getting my specular to work. I'm convinced that it's some stupid little, noobish thing that i'm missing but yeah. I'm kind of hoping it is becasue then it will be easily fixed ha ha (FYI - i have hardly any experience with hammer so treat me as a beginner ha ha Also i am using the L4D authoring tools - sorry, i hope it's okay to ask here)
This is my VMT file ->
- Code: Select all
"vertexlitgeneric"
{
"$basetexture" "models/Level 1/BackBar"
"$bumpmap" "models/Level 1/BackBar_nrm"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 1
"$model" 1
"$selfillum" 1
"$envmaptint" "[.5 .5 .5]"
}
I grabbed this off the Valve developer site and added the Self illumination and envmaptint. The Specular is in the normal map's Alpha channel. Pretty much what's been happening is that the model shows up in the hammer viewport with a bronze kind of shinyness but when you run map and build cubemaps there's no specular information at all. This is the bronze kind of thing i mean.
The bronze changes in intensity in Hammer when i change the envmaptint so that says to me that hammer is picking up on there being specular but who knows. Maybe it's the cube maps?
Also when my friend looked at it on his computer apparantly there was like a checkered specular pattern when he ran the map. It's bizarring me out so any help would be very much appreciated.
Thanks