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Removing shininess (After Update) - A Tutorial for Counter-Strike: Source.

I've seen some people who are getting errors with their weapon textures. So I decided to write my first tutorial how to fix such an error

What (the fuck) is that?!

After the update from EP1 to Source2007 the shaders were also updated. So basically they look better and u can add multiple shaders. E.g.: Reflective maps and phong shading (view screenshot above). If your alpha channel is too bright, it will look too shiny and ugly.

How to fix it?

There are two ways to fix it.

The begginer method:

Browse to the texture folder of your gun which looks too shiny and open its .vmts. Search for the string:
 	"$envmap" 	"env_cubemap"
	"$normalmapalphaenvmapmask" 1
and remove it. Now it should look like before.

The expert method:

Again, browse to your material folder of the gun. Now open the bump map map with VTFEdit and export it to .tga. Open it with Photoshop (or any other program) and dark its Alpha channel. Save it as a .vtf (DXT5 Format) and replace the old one. Please note: The expert method will give a better ingame feeling! The combination of phong and reflectivity is very realistic and looks really great! That's all. I hope i could help you guys and I'm sorry that I haven't made any screens to show the alpha channel edit part.
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  • sanY avatar
    sanY Joined 14y ago
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    12y
    i must said dosent work at playermodels ...
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    The string in the .vmt is called "$bumpmap"
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    12y
    Unkn0wn your saying the name wrong its normal map not bump map, here is what a bump map looks like: Bump map: bumpta.th.jpg And what source use a normal map looks like this: normaly.th.jpg Meany say bump and normal are the same and confuse them with each other but they are different, so ya you should change that in your tutorial
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    12y
    thanks man this help me alot
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    12y
    jinx786: well if you have css, it should update by it self and after done updating.. you will see the problem I got.. :p unknown: hmm.. maybe I can try it later. this is going to be a more than 1 hour job to do.. :(
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    The alpha channel can only be blach/white
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    12y
    Did they add colored phong masks?
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    @Jinx786 after the update the bumpmap holds the mask for phong AND specular. and the specular/reflectivity is much more sensitive @Kiyoshi Its quite difficult to explain. If the lense texture has its own .vmt then do not remove the lines. If it shares the texture with another port (body or lense etc) then you have to edit the alpha channel. Darken all the parts except the lense as seen in the screen above. Then it should work fine and the lense is still reflective.
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    12y
    Why is it bright is the first place? Wasnt it always like that: bumpmap holds mask for specular reflections? Why is it so shiny now?
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    LucKy_^ Joined 12y ago
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    Is there anyway to make all the "world" textures less bright? I play on a server that runs rebel_resistance and forbiddenways_2nd a lot, and after the update those textures look terrible. I lowered the screen brightness as low as it can go, and it was still brighter then before. If anyone knows a fix I would really appreciate it.
    I'm not all that lucky, actual
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