> But as you didn't have any reflection set in your vmt in the first place it doesn't really matter in the first place to be honest. Just a general tip I suggest you to use nDo2 The other points are minimal while the normal map is actually very important to have properly done. To be honest that's the main reason I made this point, having an incorrect normal map just looks horrible in any given way to me. The head normal map, however, does need to be immediately addressed. In the end, the majority of it is based on multiple layers of modified diffuse. I weighed what I could do in this case, and save for the mouthpiece, which I did create a heightmap for, I did what I felt would look best.
I've placed both textures side by side and the only main difference I could see was that the head part was removed, perhaps the changes were only minimal and I probably looked over them. The ear trim texture is actually in the space that was previously occupied by the head. Changes were also made to the hands, the chest piece and the ear trim. > I want to see "before\after" screenshot In this screenshot, for instance, I have the phong mask in the alpha channel of the normal map, the env map mask in the alpha of the base texture and nothing in the vmt to change the default function, and it all seems to be working. I do think you have the default function of the normal map's alpha channel with in relation to phong backwards, though. However, doing this made me realize, I forgot to change the smoothing on the head. Since that's working, I'll get to adding that, beginning with what I failed with before, the eyes. Leaving off that parameter, though, it seems to work fine. I had attempted to use env mapping on the model before, but the issue I was getting was, when the material has a normal map and $basealphaenvmapmask 1, the engine spits out an error saying the mask has to be on the normal map, and specular doesn't work. The default set of alpha channel of the normal map isn't to control the phong rather is to control the env (default settings that is) if you want to change it to phong control you need to use: $normalmapalphaphongmask 1 > Not sure where you got that information from but that's not really correct, env reflection and phong work properly together so you can pretty much use together for this as well. Well, that's never really sat right with me. In the past, I haven't been able to afford to work with, and still isn't. Since it's dependent on Photoshop, it's not an option for me, unfortunately. When I looked into nDo2, I realized, I had actually looked into it before. Please note: Some multiplayer servers and game-modes might require you to own other games - such as Counter-Strike: Source and Team Fortress 2.> To be honest that's the main reason I made this point, having an incorrect normal map just looks horrible in any given way to me. Take as much or as little as you need: it’s all free. It has everything from new tools to improve your builds, to guns that fire rainbow-tinged nuclear blasts from space. We have one of the most vibrant Steam Community Workshops, with over 300'000 models, maps, and contraptions to download. Elevator: Source is gaming's first elevator thrill ride, delivering players to airlocks and kitten dance parties. Be a ball, a plant, a chair, or anything else in Prop Hunt's elaborate, shape-shifting game of Hide & Seek.
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