shiney materials Created 19 years ago2005-06-29 01:04:50 UTC by rat808 rat808

Created 19 years ago2005-06-29 01:04:50 UTC by rat808 rat808

Posted 19 years ago2005-06-29 01:04:50 UTC Post #117628
i have a problem. i have my map and its sapose to be dark. right... i put a cubemap in to see what it would look like, and the floor/wall are shiney. i removed the cubemaps yet they are still shiney. how can i make it so i can have the cubemaps for models and some materials, but not others? or make the texture not shiney? or just plain old regular like it was before i put the env_cubemap in.?

thanks!
Posted 19 years ago2005-06-29 04:38:07 UTC Post #117647
The only real option is to extract the texture, rename, and edit the VMT so it just calls a basetexture and no EnvMap.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-06-29 12:12:38 UTC Post #117712
I replied to this but it DISSAPEARED ARGHHHH!

Basically I said select the faces in properties.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-06-29 17:18:28 UTC Post #117784
Doesn't matter, the cubemap should still apply itself to nearby materials that are defined shiny.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-06-29 18:25:27 UTC Post #117804
I got the same problem,, and it is very disturbing, cuz, I removed that brush, and made a new one, and then I get this error in the console saying something like "brush face not found" lol, very disturbing..
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-06-29 18:40:46 UTC Post #117806
Probably because it still has a cubemap there but it's not applying it becuase it can't find the brush.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-06-29 19:12:52 UTC Post #117810
There is no way to make cubemaps work only where you want them to, since materials with shaders (both in brushes and models) look for the nearest cubemap in the map to display reflections (even if you havent specified those faces in the cubemap's properties).
I dont know what you mean when you say plain old regular, since faces with shader properties will always look shiny unless you disable the feature in the display options.
Depending on the existence of cubemaps near that texture, it will show the nearest cubemap or just the skybox reflection.
Some HL2 textures have different versions in which bump-maps and other effects are not present.
I dont know if there is any way to know beforehand which textures have shaders, but like everything else, it's just a matter of testing.
Posted 19 years ago2005-06-29 20:32:09 UTC Post #117829
The only real option is to extract the texture, rename, and edit the VMT so it just calls a basetexture and no EnvMap.
That's why I suggested that - A standard texture with only a $basetexture param will not utilize cubemaps.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-06-30 01:59:01 UTC Post #117848
yeah i want just a regular non shiney wood floor and wall. but there is no other non-shiney textures like the one i have. :( oh!
since faces with shader properties will always look shiny unless you disable the feature in the display options.
how do i do this??
:
Posted 19 years ago2005-06-30 02:05:46 UTC Post #117850
The only real option is to extract the texture, rename, and edit the VMT so it just calls a basetexture and no EnvMap.
Just delete the envmap field in teh VMT which you extract with GCFScape =|

Turning off shader options turns them off for the whole game so that's ill advised.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-06-30 19:04:13 UTC Post #117961
no, the cubemap isn't there,,
and I searched for errors, and it didn't say something like it use to do ( like: cubemaps target un-avable or something)

well, I have no idea.. lol,,, confusing
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-06-30 23:45:41 UTC Post #117982
Try selecting all of your map, pasting it into a new Hammer page, giving it a different name, and re-compiling.
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