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I’m trying to texture a .50 caliber bullet and export it into source, and well I have it pretty much done, the problem is the texture is matte, and I don’t know how to make it into the usual metallic look you would imagine with a bullet. I’m sorry if I’m asking in the wrong place.
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Not sure what you mean by “texture is matte”. Using an alpha?
Are you compiling for Orange Box engine (phong stuff isn’t available for Ep1 or earlier)? For shader parameters, try opening Valve’s vmt files to see how they did it. :) For example, ep2\materials\models\Weapons\W_Alyx_Gun_XSI\alyxgun.vmt:
“vertexlitgeneric”
{
“$baseTexture” “Models/Weapons/W_Alyx_Gun_XSI/alexgun”
“$bumpmap” “Models/Weapons/W_Alyx_Gun_XSI/alexgun_normal”
// “$envmap” “env_cubemap”
// “$basealphaenvmapmask” 1
//—From here down is new stuff which will only be applied if $phong is set to 1 --
“$phong” “1”
“$phongboost” “3”
“$phongexponent” “7”
“$phongfresnelranges” “[1 0.5 1]”
}
Also, this link is very helpful.
http://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters
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Matte as in flat, kind of what you’d expect from those really nice flat black cars, anyway thank you for the help, and yes I was compiling it for the Orange Box engine. The phong parameters in the .vmt fixed it and now it actually looks like a bullet.
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