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The Source engine is a 3D game engine developed by Valve Corporation. Its unique features include a large degree of modularity and flexibility, an artist-driven, shader-based renderer, accurate lip sync and facial expression technology, and a powerful, efficient and completely network-enabled physics system.

Post tutorial Report RSS Light bouncing ($reflectivity)

A short tutorial on how to add reflectivity overrides to materials in Source, to brighten up and colour your level's dark spots.

Posted by on - Intermediate Mapping/Technical

This is a great VMT parameter. Basically, adding something like "$reflectivity" "[1 1 1]" overrides the VTF's in-built reflectivity property to full white. In the same way,"$reflectivity" "[1 0 0]" would override it to full red (they're RGB values). Similarly, "[1 1 1]" can also be written as "{255 255 255}"; the bracket type indicates whether it's a 0-to-1 scale or the more traditional 0-to-255 scale.

Example room

Full VMT of this material:

"LightmappedGeneric"
{
"$basetexture" "Wood/woodwall027c"
"$bumpmap" "Wood/woodwall027c_normal"

"$surfaceprop" "wood"
"$reflectivity" "[1 1 1]"
}

So there you have it, complete control over the strange process of light berserking around your map! This is only one of the methods employed in Freecity that goes toward the Beast Lightmapper imitation attempt. I'll cover the rest in the next post.

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