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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0000121 | Obsidian Conflict | [All Projects] Feature-Request | public | 25.03.2012 17:41 | 09.04.2012 18:35 | ||||||||
Reporter | Maestro Fenix | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | tweak | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Projection | none | ETA | none | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 0.1.3.5 | Product Build | |||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0000121: Change the vmt values of the Female Black Ops for reduce the shiny effect | ||||||||||||
Description | In some maps with HDR, which are set outside, the Female assasin is shiny, since their values of specular makes her look like plastic. I suggest remplace the actual values for the following code: "VertexLitGeneric" { "$baseTexture" "models/hassassin/Fassn_body" "$bumpmap" "models/hassassin/Fassn_body-normal" $halflambert 1 $nodecal 1 $model 1 $phong 1 $phongexponent 33 $phongboost 6 $phongfresnelranges "[0.05 0.5 1]" } With that vmt configuration, the female assasin will continue looking that her is wearing a latex suit, but it will not be never more to be shiny outside on those maps with HDR. | ||||||||||||
Steps To Reproduce | Play a map that have female assasins outside and have HDR. Then, apply the code and look how looks. | ||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files | |||||||||||||
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TESLA-X4 (developer) 26.03.2012 14:59 |
Well, I tested the following material settings on d2_lostcoast and they seem to replicate the standard shine fairly closely (though more tweaking should be done before considering this final, I'm no expert in this area): materials/models/hassassin/Fassn_body.vmt: "VertexLitGeneric" { "$baseTexture" "models/hassassin/Fassn_body" "$bumpmap" "models/hassassin/Fassn_body-normal" //"$basealphaenvmapmask" 1 "$envmap" "models/hassassin/hassn-env" "$envmapsaturation" 0 "$envmapcontrast" 1.1 "VertexLitGeneric_HDR_DX9" { "$envmap" "env_cubemap" "$normalmapalphaenvmapmask" "1" "$envmaptint" "[ 0.7 0.7 0.7]" } } materials/models/hassassin/Fassn_head_NVG.vmt: "VertexLitGeneric" { "$baseTexture" "models/hassassin/Fassn_head_NVG" "$bumpmap" "models/hassassin/Fassn_head_NVG-normal" "$envmap" "models/hassassin/hassn-env" "$envmapsaturation" 0 "$envmapcontrast" 1.1 //"$basealphaenvmapmask" 1 "VertexLitGeneric_HDR_DX9" { "$envmap" "env_cubemap" "$normalmapalphaenvmapmask" "1" "$envmaptint" "[ 0.7 0.7 0.7]" } } |
Maestro Fenix (developer) 09.04.2012 18:35 |
I want to say, that although the materials are correct (the shiny effect is a map problem), the lenses of the Nightvision doesnt glow in the dark when it should. I recommend change the texture of the lenses (i´m using a simple 16x16 red texture with the following VMT config, and works perfect): lens_chrome: "VertexLitGeneric" { "$baseTexture" "models/hassassin/lens_chrome" //(not the old texture) "$selfillum" 1 } |
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