Cubemaps and Custom Textures Created 17 years ago2006-09-30 15:24:43 UTC by RotatorSplint RotatorSplint

Created 17 years ago2006-09-30 15:24:43 UTC by RotatorSplint RotatorSplint

Posted 17 years ago2006-09-30 15:24:43 UTC Post #198104
How can I control whether or not a custom texture reflects a cubemap image, what area(s) of the texture it reflects from, and the sort of 'mask' that it uses to make it match the texture? Is it all controled via VMT or is there a 2nd VTF to be used? etc.

Thanks in advance :)
Posted 17 years ago2006-09-30 15:50:04 UTC Post #198106
This is done with a greyscale in the alpha channel of the image, normal map, or another image. Black areas in the image are no reflection, white are full reflection.

the .vmt line:

$envmap_envcubemap or something like it I forget tells source that it will be reflective.

A full tutorial is here:

http://developer.valvesoftware.com/wiki/Reflective_Materials

You should understand how to use an alpha channel in photoshop which is simple
Posted 17 years ago2006-09-30 15:52:13 UTC Post #198107
Xyos beat me to it!
Posted 17 years ago2006-09-30 16:59:26 UTC Post #198117
Ooooohhhh yeaaahhhh!

My totaly awesome Normal Mapped, Alpha Channeled, and Cube Mapped texture!!

PhotoShop is the fricking best!!! Thankz Xyos :D
Posted 17 years ago2006-09-30 17:21:50 UTC Post #198120
Ooh, abstract art :)
You must be logged in to post a response.