$envmapmask
From Valve Developer Community
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- The specular map or envmapmask affects how the surface reflects light from the $envmap.
- The (greyscale) envmapmask defines shiney areas as black (0), and dull areas as white (255).
"$envmapmask" <texture>
- Masks the $envmap reflections according to the alpha channel of the named
<texture>.
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VMT syntax example
"VertexLitGeneric" { "$envmapmask" "props/tvscreen_test" "$envmapmasktransform" "center .5 .5 scale .25 .25 rotate 0 translate 0 0" //dx9 only "$envmapmaskscale" .25 //duplicates dx9 transform/scale (25%) for dx8 GPUs "$envmapmaskframe" ??? "$selfillum_envmapmask_alpha" 1 //dx9 only }
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Additional Parameters
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$envmapmasktransform
"$envmapmasktransform" <matrix>
- Adjusts UV mapping of $envmapmask
- The default position is:
"center .5 .5 scale 1 1 rotate 0 translate 0 0".
- DirectX 9 or HDR required. (LightmappedGeneric, VertexlitGeneric, UnlitGeneric)
- DirectX 8 uses $envmapmaskscale instead.
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$envmapmaskscale
"$envmapmaskscale" <float>
- Scales the $envmapmask by the <float> value.
- DirectX 8 required. (LightmappedGeneric, VertexlitGeneric, UnlitGeneric)
- Also see $envmapmasktransform.
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$envmapmaskframe
"$envmapmaskframe" <integer>
- ?
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$selfillum_envmapmask_alpha
$selfillum_envmapmask_alpha <float>
- Defines that selfillum value comes from envmap mask alpha.
To do: confirm: ie it uses the alpha channel of $envmapmask?
- Default value is 0.0.
- Requires DirectX 9.
- A new parameter.
- See also $selfillum
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Alternative Methods
- Rather than creating a whole new VTF just for the $envmapmask, you can use the alpha channel of either the $basetexture or $bumpmap to store the Specular Map. If so, transform, etc parameters applied to the basetexture/normalmap will also apply to the Specular map.
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$basealphaenvmapmask
"$basealphaenvmapmask" 1
- Use the alpha channel of the $basetexture texture as the specular map.
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$normalmapalphaenvmapmask
"$normalmapalphaenvmapmask" 1
- Use the alpha channel of the $bumpmap texture as the specular map.
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