Talk:Reflective Materials: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
mNo edit summary
Line 9: Line 9:


--[[User:Bluestrike|Bluestrike]] 04:55, 8 Apr 2007 (PDT)
--[[User:Bluestrike|Bluestrike]] 04:55, 8 Apr 2007 (PDT)
:The tint ia applied to whatever the mask specifies, so one doesn't neccisarily remove the need for the other. --[[User:Angry Beaver|Angry Beaver]] 13:43, 8 Apr 2007 (PDT)

Revision as of 13:43, 8 April 2007

This page says back is no reflection and white is full reflection. But when the aplhachannel of the base texture is used, it seems that its the other way around?

(anyone knows how this is when the alpha of the normal is used as reflection mask?)

Also when using a seperate mask texture, there is no need for a env_tint value?

(I notice the hl2/glass textures use seperate masks and no tints, while the hl2/metal textures always have envmaptint values.)

--Bluestrike 04:55, 8 Apr 2007 (PDT)

The tint ia applied to whatever the mask specifies, so one doesn't neccisarily remove the need for the other. --Angry Beaver 13:43, 8 Apr 2007 (PDT)