Thanks a lot mates !
But I think the prop_dynamic_door is not so usefull in a Multiplayer level, so, I put this model on "stand-by" !
But, there is a good thing whit this thread !
I manage to make a model with two different texture, one diffuse for the metal and one refract the glass.
I just have to check in game if it work, but I'm happy !
In 3dsmax, I just split my model on 2 part and assign one different material for each part.
Edit : ahem... there are some errors in game.
I have my diffuse texture, but the pink&black texture is on it.
And the glass is a refract of the pink&black texture...
So my problem isn't solve.
Here my VMT :
porthole_001_metal = diffuse
- Code: Select all
"VertexlitGeneric"
{
"$basetexture" "models/props_oceanic/porthole_001_metal"
"$surfaceprop" "metal"
"$envmap" "env_cubemap"
"$envmaptint" "[ .2 .2 .2 ]"
}
porthole_001_glass = refract
- Code: Select all
"refract"
{
"$model" "1"
"$bluramount" "1"
"$nocull" "1"
"$alphatest" 1
"$surfaceprop" "glass"
"$refractamount" ".100"
"$scale" "[1 1]"
"$normalmap" "models/props_oceanic/porthole_001_normalmap"
"$dudvmap" "models/props_oceanic/porthole_001_glass"
"$envmap" "env_cubemap"
"$envmaptint" "[.7 .7 .7]"
"$REFRACTTINTTEXTURE" "vesi"
}
I don't know if the normalmap in the Dudv is obligatory.
Oh, I forget to say that in HLMV, the model looks good, I think.