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Custom texture problem.

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I wasn't sure where to put this, I guess there should be a Hammer board or something, but it's my first time making a custom texture, and I wanted it to be shiny. I followed a tutorial which took a bit of fiddling but I got it to work, sort of. I made a brush texture and a model texture, just to test(LightmappedGeneric and VertexLitGeneric). I used the brush one for a few bits in my map, one of them being this func_physbox ball, just for fun. I also added the model one to the material tool list so I could apply it to props, and well, the pictures say it all. (Click to enlarge) On the left is the model texture applied to a tiled building props sphere, and on the right is the func_physbox. As you can see, it's completely unlit for some reason. The model is exactly how I want it to be. Brush texture's vmt:
"LightmappedGeneric" { "$basetexture" "Fibbs/darkmetal" "$bumpmap" "Fibbs/darkmetal_normal" "$envmap" "env_cubemap" "$envmaptint" "[ .25 .25 .25 ]" "$envmapcontrast" 0.1 "$envmapsaturation" 0.9 }
Model texture's vmt:
"VertexLitGeneric" { "$basetexture" "Fibbs/tool/darkmetal" "$bumpmap" "Fibbs/darkmetal_normal" "$surfaceprop" "metal" "$envmap" "env_cubemap" "$envmaptint" "[ .25 .25 .25 ]" "$envmapcontrast" 0.1 "$envmapsaturation" 0.9 "$selfillum" 0 }
Any idea what's wrong? My map has lights and cubemaps, done buildcubemaps. Thanks in advance.

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  • Crazypip666 avatar
    Crazypip666 username pic Joined 13y ago
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    If you use a VertexLitGeneric texture on a brush that is what happens. VertexLitGeneric is only for models.
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    Mantra
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  • Fibbs avatar
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    I used LightmappedGeneric on the brush, which is why I'm posting this. I just used the VertexLitGeneric one(which I only made to use with the material tool) as an example.
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    Bumpity.
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    Bump again... Note that the ball is first in an underground room, not in direct sunlight.
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    Last bump before I give up.
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