Fr/$envmapmask: Difference between revisions
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: Use the alpha channel of <code>[[$bumpmap]]</code> as the specular mask. | : Use the alpha channel of <code>[[$bumpmap]]</code> as the specular mask. | ||
: ''This must be used if the material has a bump map.'' | : ''This must be used if the material has a bump map.'' | ||
[[Category:List of Shader Parameters:fr]] | |||
[[Category:VMT Reflections:fr]] | |||
[[Category:French]] |
Revision as of 06:12, 14 May 2011
$envmapmask
defines a specular mask, which affects how strongly each pixel of a material reflects light from the $envmap. The mask should be a greyscale image in which entirely reflective areas are black and entirely matte areas are white.

$envmapmask
will not work in materials using $bumpmap
. See #Alternative_methods.VMT syntax example
$envmapmask <texture>
VertexLitGeneric { $envmap env_cubemap $envmapmask "props/tvscreen_test" }
Additional parameters

npc_cscanner's mask.
$envmapmasktransform <matrix>
- Adjusts UV mapping of the specular mask.
- DirectX 8 and below use
$envmapmaskscale
instead.
- The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
- center defines the point of rotation. Only useful if rotate is being used.
- scale fits the texture into the material the given number of times. 2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
- rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
- translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note:All values must be included!
Template:Dictionary/Bug/fr:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place. [todo tested in ?]
Template:Dictionary/Bug/fr:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin. [todo tested in ?]
$envmapmaskscale <float>
- Scales the specular mask by the given value.
- See also
$envmapmasktransform
, above. - Requires DirectX 8.
$envmapmaskframe <integer>
- The frame to start an animated specular mask on.
Alternative methods
Rather than creating a whole new texture just for a specular mask, you can use the alpha channel of either the $basetexture
or $bumpmap
. Note that this unfortunately won't reduce the overall amount of data on-disk or in-memory.
If you do use these commands, transformations and other such parameters applied to the base texture/bump map will also apply to the specular mask.
$basealphaenvmapmask <bool>
- Use the alpha channel of
$basetexture
as the specular mask. - When putting your specular map in the alpha channel you will have to invert it, or else it will work the wrong way round.
$normalmapalphaenvmapmask <bool>
- Use the alpha channel of
$bumpmap
as the specular mask. - This must be used if the material has a bump map.