Very reflective weapons

By .prodigy 2 years ago

Hi,

somehow all my skins look a bit too reflective since today. But take a look yourself:

For example this ak has too much of it with a strong touch of the blue sky. If you move the gun you can see that it is much too shiny.

I already tried to run the game without any skin but the reflections dont disappear. I can see them on the default models, too.

What could that be?

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    • P1: Beggar
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    Video settings? Maybe?

    To be honest, I thought this had to do with the cubemap at first, ut nah. Phong? DONT LISTEN TO ME, I DON'T KNOW WHAT I'M TALKING ABOUT.

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    Doesnt seem to be a problem of video settings. I also renamed my current cstrike folder to anything else and reloaded the whole folder.

    It does still look like this.

    Could it be that Valve changed something with the update today and increased the cubemap reflections or something?

    The other one...
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    Nah.

    "Optimizations to multi-core rendering.

    Removed -heapsize command line argument. Some detail: This command made sense in Half-Life 1’s memory manager. The current engine manages memory in a way that doesn’t need it specified. Under some circumstances, specifying a non-optimal heapsize causes crashes and/or reduced performance.

    Fixed an exploit that allowed people to send fake VAC messages to clients."

    Fuck.
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    No ideas?

    The other one...
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    IppE

    Its the engine update that made a few skins somewhat incompatible shader wise.

    Theres a line "$normalmapalphaenvmapmask" "1" in the vmt. Before the update this was used to define the phong mask and it actually had nothing to do with envmapmask, but since the update allows usage of both specular reflections and phong shading, they got all shiny due to them reading both phong and refmap from the normals alpha when it was originally meant to read only the phong from there.

    Or at least it could be it, try removing any envmap related lines from the vmt to see if its really that or is the game fucking up.

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    It could be that for sure. I dont want to disclaim the refs, is there any way to fix it with the refmap in the alpha channel or any alternativity?

    The other one...