Garry's Mod

Garry's Mod

.357 revolver loaded with batteries [FINALLY FIXED!]
 This topic has been pinned, so it's probably important
Endy  [developer] 27 Feb, 2022 @ 10:18pm
How to fix the reflection bug of the skin? [OUTDATED CUZ THE PROBLEM GOT FIXED]
So, people, who have used my addon noticed that model sometimes can be way too shiny, which makes seeing the batteries and the model itself very hard and doesn't look good at all. If someone knows how to fix that bug please tell me. I'm new to creating material replacements for Garry's Mod, so I don't know much
Last edited by Endy; 13 Sep, 2022 @ 2:21am
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Showing 1-7 of 7 comments
JeloJam 1 Mar, 2022 @ 11:29pm 
Took a peek into your texture and compared it to the default one. From the looks of it, the texture lacks an alpha channel, which just so happens to be the specular map (judging from the use of $basealphaenvmapmask in the .357 revolver's .vmt file)...
Endy  [developer] 1 Mar, 2022 @ 11:49pm 
Originally posted by JeloJam:
Took a peek into your texture and compared it to the default one. From the looks of it, the texture lacks an alpha channel, which just so happens to be the specular map (judging from the use of $basealphaenvmapmask in the .357 revolver's .vmt file)...
So, how do I fix this?
JeloJam 2 Mar, 2022 @ 10:48pm 
You're gonna have to copy the default texture's alpha channel and paste it into your modified texture as a transparency mask. Well, you're probably gonna have to modify said alpha channel a bit because of the shells, but still.

The instructions on how to do so differ depending on what program you're using. Though do make sure your program has an option to save color values in transparent pixels; otherwise, you'll be getting some black splotches from unsaved color data...

I hope you're using GIMP is what I'm saying. (If only 'coz I'm a bit more familiar with that program than say, Photoshop...)
Last edited by JeloJam; 2 Mar, 2022 @ 10:51pm
Endy  [developer] 3 Mar, 2022 @ 2:43am 
Originally posted by JeloJam:
You're gonna have to copy the default texture's alpha channel and paste it into your modified texture as a transparency mask. Well, you're probably gonna have to modify said alpha channel a bit because of the shells, but still.

The instructions on how to do so differ depending on what program you're using. Though do make sure your program has an option to save color values in transparent pixels; otherwise, you'll be getting some black splotches from unsaved color data...

I hope you're using GIMP is what I'm saying. (If only 'coz I'm a bit more familiar with that program than say, Photoshop...)
I'm using Photoshop
JeloJam 3 Mar, 2022 @ 3:34am 
I don't have Photoshop, so unfortunately I can't directly help you out; this is something I think you'll have to look up about. Though I hope the little tip I gave you (about alpha channels and transparency masks) still helps. Apologies!
Endy  [developer] 3 Mar, 2022 @ 6:24am 
Originally posted by JeloJam:
I don't have Photoshop, so unfortunately I can't directly help you out; this is something I think you'll have to look up about. Though I hope the little tip I gave you (about alpha channels and transparency masks) still helps. Apologies!
Thanks anyways, man
Snarky 20 Apr, 2022 @ 12:17pm 
um mat_specular 0?
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