Porting Content (GoldSrc)

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[Todo]

Materials

Materials will need to be baked into a single diffuse. First, convert the normal map into a greyscale detail texture, following the guide here. Then, multiply the $envmaptint onto the $envmapmask (remember to exponentiate x^2.2 for model materials). Now create layers for each part of the texture in an image editor:

  • The $basetexture should be the bottom layer.
  • The greyscale ex-normal map should be set to "overlay" blend mode. On rare occasion, this will make the texture's ambient occlusion less defined, in which case this layer should be omitted.
  • The tinted envmapmask should be set to "dodge" or "addition", and may need tweaking of opacity. If this is too aggressive, it can be ommitted.

Phong highlights can be faked on models by using the "Chrome and Fake Specular" trick described on this page.

From Source 2 Source 2

[Todo]