Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Jimmarn

#1
Hello, I'm having some troubles with the shader of custom models and brushes.




This is how they turn out, way too reflective. And I don't understand why. I recreated the maps and shaders in Marmoset Toolbag and it looks a lot better, the way it is intended.



Anyone else had this issue and found a solution to the problem?
I have checked the VMT file and I think it's correct.
"VertexLitGeneric"
{

$basetexture "micefinal16/blackplastic/BaseMaterial_albedo"
$bumpmap "micefinal16/blackplastic/BaseMaterial_specnormal"


"$surfaceproperty" "plastic"

$envmap "env_cubemap"
$normalmapalphaenvmapmask "1"
}
#2
Hi, compiling the map I get some errors on light baking.
warning - face vectors parallel to face normal. bad lighting will be produced
And this makes the map have some ugly "cross-hatching" in some areas. I'm not sure what I need to do to get this fixed. The other problem I am having is that I've used a lot of custom textures and models, and these will not be packed inside the BSP file. Causing an online host using the map not possible, everyone that joins the map sees all customtextures as completely black, and error box over custom models.

Solution posted in further posts
SMF spam blocked by CleanTalk