Now we've created 2 types of reflective textures. Open "cleanmetal2.vmt" and erase everything, then put the following lines in: Now duplicate "cleanmetal.vtf" and "cleanmetal.vmt" and rename them to respectively "cleanmetal2.vtf" and "cleanmetal2.vmt". materials/metal/ folder and copy "cleanmetal2_env.vtf" into this folder. Use the default settings (check Step 2) and hit OK. Now open "cleanmetal2_env" into VTFEdit (File -> Import). Make sure this gray block is 512x512 and saved as BMP/PNG or TGA. The darker the gray is, the less it'll reflect. This image needs to be filled with just a shade of gray. Open Photoshop or another editing program and create a new image. Method B also requires an extra texture, but an Environment Map Mask. I advise you to try both methods, since they'll give you interesting different results. If you are already pleased, skip down to Step 6. Make sure the VMT extension is correct and it's not a TXT or a DOC file. Open Notepad (or any other simple text editor) and copy paste the following lines: This file designates the properties and paths of textures. Source can't use these textures without a VMT file. Copy "cleanmetal.vtf" and "cleanmetal_env.vtf" into this folder. So if you're working in CounterStrike Source, you'll end up with: ".\Steam\steamapps\youraccount\counter-strike source\cstrike\materials\metal\". \materials folder of the game/mod you are working in. ![]() Now go to File -> Save As and save this as "cleanmetal_env.vtf". Now use the following settings to create the Normal Map.Ĭlick "Ok" and VTFEdit will automatically create the Normal Map (purple). Open VTFEdit and import the BMP/PNG/TGA again. We will do so by creating a Normal Map (Bump Map). The Source engine will require another texture to calculate the reflection of the light. I'll start with Method A: through Normal Mapping. Place it somewhere where you can find it.įrom this point, there are 2 possible ways to make the texture seem reflective. Then go to File -> Save As and save the file as "cleanmetal.vtf". Open VTFEdit and go to File -> Import and open the texture. Call it "cleanmetal" (without quotation marks). Make sure it's 512x512 px and saved either as BMP, PNG or TGA. First I open Photoshop and create a quick metal-like texture. In this tutorial I'll show you 2 ways to create reflective textures.įor this tutorial I want to create some shiny metal. While it will not fully mirror the environment, it will still make the texture seem nicer and more realistic. The Source engine is able to make surfaces seem shiny or reflective. This MOD also functions as a knowledge base for new and experienced designers. In every article I will also ask for your opinion with the Question of the Day. Next to the regular media updates, I will also share my thoughts on the different areas of game design in the form of articles. By interacting with the world the player will define his own reality within the story.įor this project I chose an open development cycle, which means I will update very frequently and share every step I take in the process of creating this game. Instead of being another Shooter, AnOpWi centers around the role of the player and his/her experience, emotion and memories. In this project I will attempt to bring the concept of different realities to life in a realistic scenario. ![]() If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.Īn Open Window is an experimental MOD for Half-Life 2, Episode 2. ![]() ![]() The mod you are trying to view has ceased development and consequently been archived.
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