Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This can be tested on both of the Chrome Shotguns I have released last or the Desert Eagle.
$envmap also takes away a lot of the $bumpmap details in several settings when used excessively. $phongboost not so much but if used as much will look off and lose detail in it's reflection spots too.
So in my personal opinion after testing so much, those settings are always best used in an amount that players have to pay enough attention for them because otherwise they become distracting/losing their intended details.
https://developer.valvesoftware.com/wiki/Env_cubemap
Just a personal take from me but I find it incredibly annoying and would rather not have it thus why I use specular reflections really consciously to prevent it. Only surfaces from weapons that really deserve will show it based on their initial alpha channel design. If they don't that's because by default the alpha channel never compensated for it in the first place.
Proper use of $phongboost is still something I'm working on and will update every single of my mods once I really can find something to settle with. Same with $envmaptint.