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drc_PlayerSpray
Vuthakral edited this page Jan 23, 2022
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1 revision
$basetexture
is automatically assigned by this system, and as such it is not usable within your material.
The Draconic Base will come with several predefined materials for PlayerSpray to function with. These are good for general application, but if you need a unique mask for the spray I suggest skipping to section 2.
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models/vuthakral/spray_metallic
-- Shiny, reflective. No grunge. - I'll add more in the future lmao
Applies a spray with no shading.
"VertexLitGeneric"
{
$translucent 1
Proxies
{
drc_PlayerSpray{}
}
}
Applies a spray with phong shading & cubemap reflections.
"VertexLitGeneric"
{
$translucent 1
$phong 1
$phongboost 3
$phongexponent 35
$phongfresnelranges "[ .3 .3 .1 ]"
$envmap env_cubemap
$cubemaptint "[ .1 .1 .1 ]"
Proxies
{
drc_PlayerSpray{}
drc_ReflectionTint
{
resultvar $envmaptint
}
}
}
Applies a spray with phong shading & cubemap reflections, and utilizes the detail channel to apply a grunge mask to both the diffuse & alpha.
"VertexLitGeneric"
{
$translucent 1
$detail "models\vuthakral\halo\characters\sangheili\emblem_mask"
$detailscale 1
$detailblendmode 2
$detailblendfactor 0.15
$phong 1
$phongboost 1
$phongexponent 1
$phongfresnelranges "[ 1 1 1 ]"
$envmap env_cubemap
Proxies
{
drc_PlayerSpray{}
drc_ReflectionTint
{
resultvar $envmaptint
}
}
}