Best thread title since 1997!
So I redid the shaders for my glock from yesteryear for the sake of activating every kind of shader paramater that Source 2007 has to offer. Also it was bad the last time I did it.
youtube.com/watch?v=4-MSCq8K4Us
The textures are completely dynamically lit, so this features a diffuse map, normals, specular, gloss, and a mask for the rimlight.
I’m still tweaking bits and pieces, making sure that it looks it’s best in all situations. Right now my main problem is that the envmapmask shares it’s bitmap with the phongmask, so it looks pretty good in low-light, but is weirdly overcontrasted in the daylight areas. Maybe it has to do with the cubemaps up there…
As you can see, it’s features view, world models, and I also did the w_9mmclip. I did find this w_glock_lh, which I have no idea what is, and I can’t find it in game. I thought it might be the one that the guards have holstered, but nope. Any one know this?