crackhead Newbie Joined Nov 25, 2004 Messages 2,148 Reaction score 0 Jan 13, 2006 #1 how in my vmt file do i define what the bump map for my texture is. or dod i need to do that before i compile it. also for animated textures do i need a seperate tga for each frame?
how in my vmt file do i define what the bump map for my texture is. or dod i need to do that before i compile it. also for animated textures do i need a seperate tga for each frame?
mindless_moder Tank Joined Jul 6, 2003 Messages 4,931 Reaction score 0 Jan 13, 2006 #2 example taken straight from the wikii "LightmappedGeneric" { "$basetexture" "walls/brickwall" "$surfaceprop" "brick" "$bumpmap" "walls/brickwall_normal" }
example taken straight from the wikii "LightmappedGeneric" { "$basetexture" "walls/brickwall" "$surfaceprop" "brick" "$bumpmap" "walls/brickwall_normal" }
crackhead Newbie Joined Nov 25, 2004 Messages 2,148 Reaction score 0 Jan 13, 2006 #3 ahhh i was putting env map. what does env map meen. and what about my other question?
mindless_moder Tank Joined Jul 6, 2003 Messages 4,931 Reaction score 0 Jan 14, 2006 #4 i think envmap sets the objects reflective properties . as for animated textures im not too sure about how that works ..you should look at the vmt for the muzzle flashes and stuff in hl2 and css . i know that they were all seperate files in hl1.
i think envmap sets the objects reflective properties . as for animated textures im not too sure about how that works ..you should look at the vmt for the muzzle flashes and stuff in hl2 and css . i know that they were all seperate files in hl1.
crackhead Newbie Joined Nov 25, 2004 Messages 2,148 Reaction score 0 Jan 14, 2006 #5 yeah theyre probly diff files.