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Make Envmap to work with $phongalbedotint

Open Goldermor opened this issue 10 months ago • 2 comments

We can say that this is kinda a duplicate of #1527, but i just know what to do with one of the requests.

Just add envMapColor = (g_SpecularTint.r >= 0.0) ? envMapColor : envMapColor*vSpecularTint; in the same block after these lines. but you should also add code for $phongalbedoboost to that if you can, cuz i don't know what it looks like.

With this setup, envmap will still be controlled by $envmaptint and $phongexponenttexture green channel if $phongalbedotint is on. I don't think it will break existing materials much, cuz that's how it's supposed to work any way. Testing this on dev would be very helpful.

Goldermor avatar Apr 04 '24 10:04 Goldermor

the things I'd do for this, it would allow for so many more possibilities

One-Trick-Viper avatar May 19 '24 22:05 One-Trick-Viper

if you don't want to affect existing materials you can use g_SpecularTint.g or g_SpecularTint.b you can also choose not to create a parameter for it, so only if $phongtint "[-1,-1,0]" it will work anyway

Goldermor avatar Jun 01 '24 12:06 Goldermor