Chrome Effect

Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
<div class="IPBDescription">Can't seem to get it to work</div> I want to use the chrome effect used on the blue part of med packs, barneys helmet etc.(sphere map?)

I want to use it as an env_sprite(can be used for models without collision detection which is just what I want) rendered as additive to make shiny metal floor and shiny metal pipes and such simple world models.

I used MS3d, made a big flat square of 2 triangles, put a tiling cloud like texture ontop, made the texture sphere mapped. Looked quite neat, then I compiled it. Opened it up in HLMV and checked the chrome box, but it just comes out looking mono colour grey when I do(in game as well, not just the model viewer, this is regardless of wheter it is rendered as normal or aditive.).

(Opening up the medpack in HLMV I see a still blue square ontop, ingame I see the chrome effect.)

There seems to be just about 0 tutorials on the subject as well.

Any ideas?, need more information about something?

Comments

  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    you sure you've labled the texture something like so:
    health_<b>chrome</b>map.bmp

    textures with the words chrome in them are automatically chromed in game...


    you doing that much?
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    No that would be it. As I said I'm fumbling in the dark because I can't find any tutorials.

    Thanks.

    The rather less important question that arises is why does it scale down my chrome texture to 64x64? Is this the limit?

    Additive mode turned out to look weird but in "texture" mode it looks really cool and it's the effect I was looking for. I wonder why I've never seen this in a map before though considering it's so simple.
  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
    <!--QuoteBegin-Soylent green+Apr 22 2004, 11:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Apr 22 2004, 11:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No that would be it. As I said I'm fumbling in the dark because I can't find any tutorials.

    Thanks.

    The rather less important question that arises is why does it scale down my chrome texture to 64x64? Is this the limit?

    Additive mode turned out to look weird but in "texture" mode it looks really cool and it's the effect I was looking for. I wonder why I've never seen this in a map before though considering it's so simple. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Add $cliptotextures in your qc.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    256 x 256 is also allowed
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    dont forget, the HLMV renderer is a lil diffrent from the normal HL render, when you spin the model in HLMV, you only move the object, not the omnidirectional lightsource, in game, it should be all reflective because the camera and the lightsource are not remiaining constant (Look at a chrome texture in HLMV, like barney's helemt, then look at it in ingame or in Milkshape, it changes in relitie location to the lights, i think)
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    any chance of a screeny of said effect ingame?
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    The effect is only appreciated when you are moving so a screenie would be pointless, I'll put togheter a tiny, tiny example map later. The effect is simply that it looks slightly shiny like a medpack but less obvious.

    thanks plague, daza and headcrab.
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