#Weird texture artifacts on 2013 hammer++?
1 messages · Page 1 of 1 (latest)
This is the VMT for the texture in question
"VertexLitGeneric"
{
"$basetexture" "custom\nont_forest\forest_floor_1_rgb"
"$bumpmap" "custom\nont_forest\forest_floor_1_n"
"$phongexponenttexture" "custom\nont_forest\forest_floor_1_e"
"$blendtintbybasealpha" "1"
"$phong" "1"
"$phongboost" "1"
"$phongalbedotint" "0"
"$phongfresnelranges" "[1 0.5 0]"
"$rimlight" "1"
"$rimlightexponent" "100"
"$rimmask" "1"
"$rimlightboost" "1"
"$basemapalphaenvmapmask" "1"
"$envmapfresnel" "1"
"Proxies"
{
"MwEnvMapTint"
{
"specularity" "0.5"
"min" "0"
"max" "1"
}
}
}
and the texture size is 1024x1024
Even when the VMT is now just ```
"VertexLitGeneric"
{
"$basetexture" "custom\nont_forest\forest_floor_1_rgb"
"$bumpmap" "custom\nont_forest\forest_floor_1_n"
}
it still produces the same results?
What are your vtf creation settings
how do i check those?
how are you creating your vtfs
external program
yeah what program
mwb materials
basically my advice was gonna be check the vtf creation settings and make sure you haven't accidentally changed the mipmap or sharpening folder
It probably has fucked filter settings is my guess
likely
ill check
heres the albedo file
I dont mess with the flags usually so idk
how do i check that?
I don't have the time to dive into the source code of this program to figure it out
try creating the vtfs with like vtfedit and see if the same thing happens
VertexLitGeneric on a brush
oh wait...
Good point darnias
I just woke up from a 4 hour nap
Send feet pics
peasant perms
no gif perms in hammer help thread ;-;
you'd never guess but that fixed the flicker black issue
cool
true...