Making Reflect Maps
I learned how to do make them using Bullethead's compiling tut, you can get the full version
here
The wording in that tut is a little confusing, so I'm writing this to clarify and go a
little more in-depth.These are not all that hard to make, and they add professionalism and looks to your work. After this, anyone who has Photoshop shouldn't have an excuse not to include these in their releases.
Note-I don't think that you actually have to do steps 8-10, but this is the way I learned it so it's what I do. Make your own call, and experiment to figure out what's best for you.
Programs you'll need:
Photoshop
vtex (this is NOT the vtex from the sourcedk/bin folder)
Steps:
1. Convert all your textures to .tga (if they're not already) using vtf2tga.gui
2. Open a texture in Photoshop
3. Image-Adjustments-Desaturate (shift+control+u)
4. Create a new layer, fill it pitch black (Edit-Fill or shift+F5) and set opacity to 85%. Note-the opacity does not have to be set to 85%, you can set it anywhere between 80%-90%, but do not go above or below those values. 80% or lower is too reflective, and 90% or above is too dark.
5. Repeat on all textures. KEEP THE OPACITY SETTING THE SAME
6. Save the textures as .tga files (32 bits/pixel) to vtex/hl2/materialsrc/sprays as (name of texture)_ref
7. Run tga2vtf.bat (the DOS file)
8. Go to vtex/hl2/materials/sprays and delete everything there
9. Go to vtex/hl2/materialsrc/sprays and enter the line "nomip" "1" into all the text files that have been generated
10. Run tga2vtf.bat again
11. Go to vtex/hl2/materials/sprays and copy the files to the folder that contains the textures for the model in cstrike/materials/models/weapons/v_models/folder name, or wherever else the folder is
12. Edit the .vmt files in the folder to look like this:
Now go test them out in-game!