Talk:$envmapmask
I won't put this in the main article yet...
I created a Specular mask for my metal door texture, which was basically black (non reflective) apart from some outlines of the seams and around the lock part.
I used this syntax which caused my WHOLE texture to be reflective (very undesired result);
LightmappedGeneric { //Base Texture "$basetexture" "Toxis/Metal/sub_door_01" "$bumpmap" "Toxis/Metal/Shaded/sub_door_01_normal" "$translucent" 1 "$alpha" 1 "$surfaceprop" metal //Specular stuff "$envmapmask" "Toxis/Metal/Shaded/sub_door_01_spec" "$envmaptint" "[ 0.25 0.25 0.25 ]" "$envmap" "env_cubemap" "$envmapcontrast" 0 //1 "$envmapsaturation" .1 }
Note that this is a WORLD MATERIAL not a Model material.
The ONLY way i got the specular mask to work was by copying it into the alpha channel of the Normal map and using "$normalmapalphaenvmapmask" 1
I must stress that this is a LightmappedGeneric material for a world brush. The main article says "Warning: $envmapmask will not work in model materials using $bumpmap."
When it should probably say "Warning: $envmapmask will not work with ANY materials using $bumpmap."
What i don't understand is Valve's textures are exceptions to this rule, i followed their format first, and then came here to see if i was correct in using an $envmapmask, which i wasn't. --Jenkins08 05:02, 23 October 2009 (UTC)