卍 This forum isn't your average Father Grigori's. AGNMI is like your heart. It justs stops beating when you are dead 卐
 
HomeFAQRegisterLog in

Share | 
 

 Adding phong

Go down 
AuthorMessage
kgprodigalist

avatar

Posts : 657
Age : 26
Location : Dark side of the moon
Join date : 2010-07-09

PostSubject: Adding phong   Sun Sep 19, 2010 4:33 am

To add phong to a texture you have first thing you'll have to do is open the vmf file

after you do that this is the code you should paste

$phong 1
// $phongexponent 33
$phongboost 100
$phongfresnelranges "[4 2.5 2]"





$phong

means if you have it active or not

$phongexponent 33

just a standby i really never found what the fuck this does

$phongboost 100

nuff said

$phongfresnelranges "[4 2.5 2]"

is the amount of phong i use 4 2.5 2 for a regular sized prop if your is bigger use higher numbers


so your vmf should look like


"VertexLitGeneric"
{
"$basetexture" "texture"
"$surfaceprop" "type"
"$bumpmap" "texturel"

$phong 1
// $phongexponent 33
$phongboost 100
$phongfresnelranges "[4 2.5 2]"



}


YES you need vertexlitgeneric


wheres my cash freekill
Back to top Go down
kave

avatar

Posts : 135
Age : 27
Location : wasteland...
Join date : 2010-07-25

PostSubject: Re: Adding phong   Sun Sep 19, 2010 5:23 am

//$phongexponent 33... // - means that code is commented and not activated
Back to top Go down
Inquisitor Doomlord
Inquisitor of the Ordo Malleus
avatar

Posts : 4068
Age : 25
Location : On the battlefield.
Join date : 2009-09-26

PostSubject: Re: Adding phong   Sun Sep 19, 2010 10:10 am

done.back to topic nao

_________________
Back to top Go down
http://steamcommunity.com/id/Felgerian
someone3333
Lieutenant Dick Sponge
avatar

Posts : 1015
Join date : 2009-10-17

PostSubject: Re: Adding phong   Sun Sep 19, 2010 10:13 am

What if I wanted to do this to a gun skin?
Back to top Go down
Inquisitor Doomlord
Inquisitor of the Ordo Malleus
avatar

Posts : 4068
Age : 25
Location : On the battlefield.
Join date : 2009-09-26

PostSubject: Re: Adding phong   Sun Sep 19, 2010 10:25 am

apply it to the gun's vmt and pray that it will come out right

_________________
Back to top Go down
http://steamcommunity.com/id/Felgerian
Shotgunguy49

avatar

Posts : 87
Age : 25
Location : United States, PA
Join date : 2010-08-30

PostSubject: Re: Adding phong   Sun Sep 19, 2010 11:44 am

Phongboost 100?
Are you fucking nuts?

Do you have any idea how shiny that shit's going to be?

You don't know what phongexponent does?
If you even bothered to play with the variables you would know it changed the radius of the phong light.

http://developer.valvesoftware.com/wiki/Phong

I can't wait to see what you're going to say about rimlighting...

I applied your vmt settings to one of my skins.


As you can see, it's waaaay to bright


This is how the pros do it.
Code:
"VertexLitGeneric"
{
    "$basetexture" "Models/Police/metrocop_sheet"
    "$bumpmap" "Models/Police/metrocop_sheet_normal"
    "$selfillum" 1
    "$model" 1
    "$phong" "1"
    "$phongboost" ".2"
    "$phongexponent" 10.5
    "$phongtint" "[.85 .85 1]"
    "$phongfresnelranges" "[0.1 2.1 5.1]"
    "$ambientocclusion" 1
    "$phongexponenttexture" "Models/Police/metrocop_sheet_EXP"
    "$phongalbedotint" ".5"

    // Rim lighting parameters
    "$rimlight" "1"
    "$rimlightexponent" "5"
    "$rimlightboost" ".5"
}
Back to top Go down
TheCaptain943
I'm the Captain. End of story
avatar

Posts : 856
Age : 25
Location : Germany
Join date : 2010-07-14

PostSubject: Re: Adding phong   Sun Sep 19, 2010 11:56 am

Apply it to the Antguard, to make him shiny as in the Alcatraz demo

_________________

Back to top Go down
http://steamcommunity.com/id/TheCaptain76561197997145833
Sponsored content




PostSubject: Re: Adding phong   

Back to top Go down
 
Adding phong
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
卍 Anti Gabe'N'Missing Information 卐 :: Developing :: Texturing-
Jump to: