DigitalEro Offline

selective wet look

Fri, 21 Mar 2014 16:05:15


Hey there, I am trying to add cum on some of the textures, and I want to give them the wet look. I know about phong but is there a way to have only parts of the texture "wet"? i.e. create something of a "wet map" ? (similar to normal map)
Fri, 21 Mar 2014 20:36:19


Sun, 23 Mar 2014 20:25:46


I am having some issues with this command, this is the .VMT file I am using [spoiler:309m4d8a]"VertexLitGeneric" { "$basetexture" "models\shaotek\SFM\Male\malegenitals_4" "$bumpmap" "models\shaotek\SFM\Male\malegenitals_n" "$phongexponenttexture" "models\shaotek\SFM\Male\malegenitals_n" $nocull 1 "$model" "1" "$rimlight" "1" // To enable rim lighting (requires phong) "$rimlightexponent" "1" // Exponent for phong component of rim lighting "$rimlightboost" "1" // Boost for ambient cube component of rim lighting $rimmask 1 "$phong" "1" "$phongexponenttexture" "models\shaotek\SFM\Male\malegenitals_4_phong" "$phongboost" "1500" "$phongfresnelranges" "[0.8 .8 1]" }[/spoiler:309m4d8a] and here are the base texture and "phong" textures: I assumed that the lighter values mean more phong and vice versa? What I get is uniform phong on the entire texture. I have the same effect with red and green channel.
Sun, 23 Mar 2014 22:03:19

Big Johnson

You have defined "$phongexponenttexture" "models\shaotek\SFM\Male\malegenitals_n" at the beginning. Remove that and replace it with the "models\shaotek\SFM\Male\malegenitals_4_phong".
Mon, 24 Mar 2014 05:26:04


Heh... I feel stupid now :whoops: