Phong textures in maps Created 17 years ago2007-02-18 22:27:40 UTC by Soup Miner Soup Miner

Created 17 years ago2007-02-18 22:27:40 UTC by Soup Miner Soup Miner

Posted 17 years ago2007-02-18 22:27:40 UTC Post #212984
Simple question for the select few who know this: can phong maps be applied to world textures and function ingame or can they only be applied to models? I've tried some testing but even after trying several different phong configurations(all of which would function on a model, trust me I add phong to my skins manually all the time I know what I'm doing). And if it isn't possible, are there any alternatives outside of env masks?
Posted 17 years ago2007-02-19 00:51:11 UTC Post #212988
Ask its creator - imgarfield
Posted 17 years ago2007-02-19 07:52:54 UTC Post #213023
Presumably it's not available because I'd guess its a VertexLit shader of some sort (at least the stock HL2 EP1 shader.) You should be okay with a normal/envmap combination.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2007-02-19 19:45:35 UTC Post #213083
Well damn. I hate env masks, they never give a decent gloss effect.
Posted 17 years ago2007-02-21 07:41:40 UTC Post #213222
O RLY? Works fine for me. :cool:
User posted image
Posted 17 years ago2007-02-21 18:36:17 UTC Post #213259
That's not gloss, that's just a reflection.
This is more along the lines of what I was talking about.
But I didn't know about the $envmapcontrast property.
Posted 17 years ago2007-02-21 18:46:28 UTC Post #213261
WCD, that's also a reflection, but the envmapmask just happens to be more complicated because of the bumpmapping
I used a normal map and envmapmask for this:
http://img176.imageshack.us/img176/2408/material1il4.jpg
Posted 17 years ago2007-02-21 18:48:12 UTC Post #213262
I know that's also a reflection, I set that one up :| Maybe I should have specified.
Posted 17 years ago2007-02-21 20:04:38 UTC Post #213266
hmm... some realy WEIRD info, but i spent a half week to understand how it works:

"$envmapcontrast" & "$envmapsaturation" must be used in VMT both - if you try to use only one parameter - in most causes it will not work (bug No1)

"$envmapcontrast" "value"//Adjust brughtness of reflection. Can be set from "-6.0" to "6.0" , but dont use "-1.0", "0.0" & "1.0" values (in that case "$envmapsaturation" don't work - bug No2). Default value - "0.01" - normal env_cubemap reflection. Negative values set brightness up, positive - down.
"$envmapsaturation" "value"//Adjust saturation. but dont use "-1.0" & "1.0" values (in that case "$envmapcontrast" don't work - bug No3). Default value - "0.99" - normal env_cubemap reflection.
"$envmapsaturation" values table:
from "1.01" to "3" - makes colors warmer + more saturated.
from "0.0" to "0.99" - makes colors full desaturated at "0.0" to normal saturation at "0.99"
from "-1.01" to "-3" - makes colors cold + more saturated.

Some old screenshots were i played with this values:
http://projectd2.com/hl2screens/displayimage.php?pos=-3 - some desaturation
http://projectd2.com/hl2screens/displayimage.php?pos=-6
http://projectd2.com/hl2screens/displayimage.php?pos=-8 - full desaturation
http://projectd2.com/hl2screens/displayimage.php?pos=-2

And anower screens here http://projectd2.com/2007/weee.rar (2.7mb)
Copper & aluminium textures here http://projectd2.com/2007/weee.rar (500 kb)
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