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1. you gotta be using vertexlitgeneric (for the above examples that's what I used)
2. your material needs to use phong and have phong set to 1
These still look wonderful, very good job with them!
Yeah agree with that
1 - some of this is done on purpose, like the posterised one is a flat transition, and the closed one looks like a narrow doorway. Some others in the screenshots is image compression
2 - this probably isn't a good method of doing that. I don't know much about cubemaps at the moment. But yeah a silly comment really
3 - that's why I left scout's face normal. These materials aren't really that much, and are often completely unnoticable in SFM (because most people use darkmaps and darkvoid anyway)
1) As great as this lightwarp looks, it seems that it has some gradient separation issues. May want to smoothen them out, if possible.
2) I am still testing it, but _rt_camera seems to dominate over all other textures for the material, usually works for flat surfaces. I am trying to figure out how to make an animated cubemap or rt camera, but so far, these knuckleheads on the forums are not giving it a chance to think about.
3) Mind displaying it on other models, or those that dont utilize white color. It would just be much more fair to judge. On top of that, can you try adding alpha to some and seeing how it behaves with it?
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create an rt camera in your shot, and set the lightwarp texture to _rt_camera and you get a dynamic lightwarp! not sure how useful it is, but it works. Go try that out