$envmap VMT parameter creates specular reflections, which are seen on smooth surfaces. It does this by defining an "environment map" (specifically a cubemap) to draw as a reflection; normally that of the nearest env_cubemap entity. The reflection is not dynamic.
The other form of reflection supported by Source is the diffuse phong type.
- To do: Document how to create a custom cube map for use. For now, the process can be found below.
$envmapmask. A VTF file that determines per-texel reflection intensity.
$envmaptint "[<red float> <green float> <blue float>]"
- Controls the intensity of the reflection's red, green and blue color channels. Any positive number can be used. Default is
"[1 1 1]", which means 100% intensity.Note: You must use quotemarks, as there are space characters within the value.Tip: This command is often used to dim the brightness of a specular reflection without the overhead of an
- Controls the contrast of the reflection. 0 is natural contrast, while 1 is the full squaring of the color (i.e. color*color).
- Tip: Use higher contrasts to diminish relatively darker areas and increase "hot spots".
- Controls the colour saturation of the reflection. 0 is greyscale, while 1 is natural saturation.
- The frame to start an animated cubemap on.
- To do: ?
- Probably used for materials with two albedos, to make one or the other matte. Require DirectX 9; see also
- Sets the oldest DirectX version that should draw the reflection. Choose from:
95(DirectX 9 with Shader Model 3)
- Determines whether the material's envmap should be a spheremap (depreciated) instead of a cubemap. Set this to 1 to use a spheremap.
- Generates cubemaps for use in materials. If this isn't run, objects will reflect the skybox (OB) or have an invalid, white reflection (Ep1).
- Debug command to display cubemaps on all dynamic objects at full intensity. It was used to create the image at the start of this article.