Luckily, hammer updates immediately when you edit the .vmt, so it's pretty easy to get it right.
Luckily, hammer updates immediately when you edit the .vmt, so it's pretty easy to get it right.
Many thanks guys, I'll have a play...
Looks like parallax. Good job on the bump.
Yeah, I found this cool little Command Line program that produces them for me... I think I was lucky because the texture lends itself to bumpmapping so easily.
What's the program?
CrazyBump probably.
no, it's a little one in which you have to edit the batch file to get it to see the right texture to make a bumpmap for. It's called ShaderMap(TM) CL 1.2.2
Available at: www.shadermap.com
Here is one I made from scratch:
But alot of the time, I take existing textures and modify them
![]()
Nice find, though I got used to CrazyBump and SSBump generator.
Crazybump has stopped being free, they asked me for money. So I asked them for the nearest way out...
...And what's SSBump Generator, any good?
You can find more about it here http://ssbump-generator.yolasite.com/
It's a free program that generates normal maps, non-shadowed ssbump maps, or embed directional ambient occlusion into the image. It's pretty easy to use and the results are pretty good.
Nice texture Firegod. The shininess is just right.
Phong :science:
You can add phong to world textures?
Didn't know you could, either way always though it would look better then making it shiny as if it where coated in water.
Yes it is. I don't have to make stuff from scratch.
Its a model.
So brushes/displacements cannot have specular maps?
They can have Spec Maps, just not Phong.
How does one specify a specular texture in the VMT?
Oh, well... To lazy ...
Add some grime/dust to it.
What would be a good way to achieve that look? I wouldn't wanna overdo it, since its a part of my own version of the hl2 universe that isn't as gritty.
If I were you I'd lower the contrast, decrease the saturation and up the brightness a bit to make it look faded, and maybe make it look a bit torn or something.
I'll try that. Also, does anyone know a way to give it a faint blue glow via editing the vmt?
Would probably work with $selfillum, developer.valvesoftware.com/wiki/$selfillum
Thanks!
I'm sure most of you guys know about these, but just in case: http://www.cgtextures.com/content.php?action=tutorials
So this is the first texture I tried to make, it's from CG textures but I edited it.
http://img232.imageshack.us/img232/1458/coppertest1kopie.png
It's mirrored so I can use it on bigger surfaces.
Any idea on how to make this look more natural?
Remove the specular around the edges. Make it like one color kind of.
Been working on this for the best part of today:
Made from everything right of the crack of this image, originally from CGTextures:
Edited:
I still need to work on the tiling.
Where do I put materials for ep2? It doesnt have a material folder?
make one in half-life 2 episode two/ep2
Why did you just take a quarter of the base texture and mirror it vertically and then mirror that horizontally?
Well I didn't like the side of the original and I didn't want that vertical bar on the side because it was only one half. So it's mirrored to make it look prevent it to look like tiles. Yes i know it will still look like a tile but less especially now I used crazybump to change the highlights and shadow a bit.
Why didn't you just make it seamless the proper way?