Texture with Specular Effects?

lePobz

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Just need a little help here...

So... I've created a wall texture that has a window in it (repeating) ... I want the sun to reflect off the glass in the window, so i've added an alpha channel that covers the glass in the windows. I've saved this as a 24-bit TGA and dragged it into VTEX.

What commands do I use in the VMT to make use of this specular mask and make the texture shiney?

Thanks
 
lePobz said:
Just need a little help here...

So... I've created a wall texture that has a window in it (repeating) ... I want the sun to reflect off the glass in the window, so i've added an alpha channel that covers the glass in the windows. I've saved this as a 24-bit TGA and dragged it into VTEX.

What commands do I use in the VMT to make use of this specular mask and make the texture shiney?

Thanks
24bit targa's don't save the alpha channels, you need to save as a 32bit targa.
 
*kicks paint shop pro's inability to save 32 bit targas*

I did save as 24-bit and it did say it was saving an alpha channel too, when i open them i can view the alpha channel.

I'll use photoshop instead and save as 32-bit and see if its any better. Thanks.
 
lePobz said:
*kicks paint shop pro's inability to save 32 bit targas*

I did save as 24-bit and it did say it was saving an alpha channel too, when i open them i can view the alpha channel.

I'll use photoshop instead and save as 32-bit and see if its any better. Thanks.
well if you can view the alpha channel in the saved file then its obviously saved it with it :)
 
If anyone is searching for the solution to this problem, this is it: -

"LightmappedGeneric"
{
"$basetexture" "huddsuni/cswwindows"
"$envmap" "env_cubemap"
"$basealphaenvmapmask" 1
}

The basealphaenvmapmask line tells the material to use the alpha channel of the texture as the mask. This can be used for bump maps also. Just remember to run 'buildcubemaps' when you first load up the game.
 
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