Graphics help: $envmap glow

On TF2 weapons and how to remove it.

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R64
1 year ago

I'm working on a metal effect with $envmap on the weapon like what's used on the saxxy, but the glow and shine in the darkness makes it look REALLY unrealistic. Any way to remove it? If there's no way, should I try doing the light wrap trick used on the eviction notice?

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  • Logan Dougall's Levels
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    Posted 1 year ago

    If brightly lit cubemaps are being used in dark areas then the mapper simply did not do their job properly in placing a proper amount of cubemaps in the area.

    To limit the overbrightness just lower the mask so it's not as strong of a reflection.

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    Posted 1 year ago

    Posted by Logan Dougall

    If brightly lit cubemaps are being used in dark areas then the mapper simply did not do their job properly in placing a proper amount of cubemaps in the area.

    To limit the overbrightness just lower the mask so it's not as strong of a reflection.

    That's not the problem. The envmap when used in TF2 makes the whole weapon glow. It's full in pure darkness, but in full light, it uses the normal's alpha for the envmap.

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    Posted 1 year ago

    Looked at your vmt. You're not even using the level cubemaps at all but a single custom one via the override, no wonder it looks the same regardless of where you are.

    Combo of using the levels cubemaps in each area, a proper mask texture and using tint to give it the slight gold glow would allow it to change it's appearance in different areas -- so long as the mapper actually placed enough cubemaps in the level to consider all lighting conditions.

    Phong != Envmap. Keep that in mind, they are two different effects.

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    Posted 1 year ago

    I don't know what level cubemaps are. Sorry if that makes me look stupid, but I never really got into the technical side of skinning unless I tinkered around with different commands and variables in the image itself. I do skinning more like art so I never studied every aspect of how a skin works. Can you tell me what I should do or link me to a proper tutorial on the technical side of skinning?

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    Posted 1 year ago

    Posted by R64

    Can you tell me what I should do or link me to a proper tutorial on the technical side of skinning?

    Here is what you need to know of envmaps, it might not be all, but it will be enough.

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  • Logan Dougall's Levels
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    Posted 1 year ago

    Posted by R64

    I don't know what level cubemaps are. Sorry if that makes me look stupid, but I never really got into the technical side of skinning unless I tinkered around with different commands and variables in the image itself. I do skinning more like art so I never studied every aspect of how a skin works. Can you tell me what I should do or link me to a proper tutorial on the technical side of skinning?

    Cubemaps are placed at various points throughout a level; after the map is compiled they generate 6 images for all directions, these images are what the engine uses to create reflections. The closest cubemap to the viewpoint will be the one used; so, if you have two rooms (one pitch black and one fully lit) and only one cubemap in the fully lit room then objects in the dark room will appear to reflect as an object in the lit room would -- thus glow.

    IF you set a texture to use a custom cubemap it will not use cubemaps that are placed within the level. To set the texture to use the nearest cubemap textures to create the reflection then the vmt should use:

    $envmap env_cubemap

    For example that bottom middle one uses the default cubemap but has a tint applied to it for the red sheen. The model to the right of it is a combination of normal, diffuse, and an envmapmask to create partial reflections on the object to give a rusted appearance.

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    Posted 1 year ago

    I don't think the cube map's the problem unless it's alpha controls it's glow. I just don't want it to glow.

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    Posted 1 year ago

    dude remove that "$selfillum" "1"

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    Posted 1 year ago

    Posted by Se7en_

    dude remove that "$selfillum" "1"

    facepalm nowhere on that description does it have "$selfillum" "1". There's "resultVar" "$selfillumtint", but that's a different function. That doesn't fix the problem either. Please see all the evidence before stating your "solution".

    bump

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