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You can also use the normal map's layer mask instead, but if you do that, you have to make sure to include "$normalmapalphaenvmapmask 1" (without quotes) in your VMT.
Sorry, I didn't understand some of the stuff you said (Texel basis? Albedo?) But I kind of understand what to do. Is there anything special I have to put in the VMT for the first mask you mentioned, or any special name for it?
A texel is a texture pixel. "On a by texel basis" means the brightness of each texel of the layer mask controls how much envmap is applied to the corresponding texel on the texture.
Albedo is just a fancy word for base texture, also called diffuse or colour map. It's the VTF file referred by the $basetexture VMT parametre.
So, I've done a bit of editing, and the helmet looks much nicer with a normal map... but when I tried "$normalmapalphaenvmapmask" "1" in my VMT, the entire helmet is now textured with env_cubemap.
Is there anything else you can recommend? I'd like to keep my normal map if at all possible.... and how do I turn down the 'intensity' of the envmap, so it doesn't completely hide the textures? Right now it looks like chrome.
How would I go about doing that? Sorry, I haven't really done much with textures before now....
You then simply have to make the helmet area of the texture black, and the visor area white (or a shade of grey if you want the envmap to be less pronounced) in the layer mask.
Thanks.. but when I copied and pasted the image, there's a bunch of black and white moving lines all over random places in the visor on the layer mask. Is this normal?
(I'm using Gimp 2.)
EDIT: It looks fine in VTF Edit. Maybe I did do it right :P
Huh. It was going pretty good till I loaded the model. Apparently it didn't work.... The whole helmet's still shiny as heck.
I tried.
This is getting to be more trouble than it's worth, I think....
Wait. I have one more idea. Let me see if it works...........