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gauntlet_mind_stone.vmt
27 lines (24 loc) · 1.39 KB
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gauntlet_mind_stone.vmt
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"VertexLitGeneric"
{
$basetexture "freak_fortress_2/thanos/infinity_gauntlet"
$bumpmap "freak_fortress_2/thanos/infinity_gauntlet_n"
//$basealphaenvmapmask 1
$phong "1" //enable phong
$phongboost "2.5"
$phongexponent "10"
$phongtint "[1 1 .25]" //nice high phongboost, toned down in the alpha channel of normalmap
$phongfresnelranges "[0.25 0.75 1.00]" //increase phong intensity at grazing angles
$phongalbedotint "1" //use albedotint from our exponent texture
//$envmap "models\overwatch\genji\young_genji\pbr\painted_silver.hdr"
$envmap "cubemaps/cubemap_specular001" //use envmap because why not
//$normalmapalphaenvmapmask "1" //use same intensity as phong
$envmapfresnel "1" //increase highlights at grazing angles, just like phong
$envmaptint "[1 1 .25]"
$emissiveBlendEnabled 1 //enable this weird version of selfillum
$emissiveBlendTexture "dev/null" //ignore this for now, it's hacky
$emissiveBlendBaseTexture "freak_fortress_2/thanos/infinity_gauntlet_g" //use your _g as the overlay
$emissiveBlendFlowTexture "dev/null" //ignore this, it's only used in certain cases
$emissiveBlendTint "[5 5 5]" //full glow brightness
$emissiveBlendStrength 0.5 //half glow intensity ( don't worry, still plenty, don't want to go up to 1 )
$emissiveBlendScrollVector "[0 0]" //don't scroll it around
}