//Drews super awesome vmt! "VertexLitGeneric" { "$basetexture" "put your diffuse map shit here" "$bumpmap" "put your normal map shit here" "$phong" "1" //bool, 1=true -- 2=false "$phongboost" "3" //Integer.. don't use floating point(decimals) :) "$phongfresnelranges" "[.8 1 2]" //Stoopid. how you view light, in respect to X,Y,Z angles. (floating point) "$phongexponenttexture" "Put your shit here for the PHONG as a specular map!" // "$phongwarptexture" "On occation, this can look nice, use a 128,128,128 grey color" "$envmap" "env_cubemap" //Cubemap Reflections! "$envmapfrensel" "1" //Fresnel for the Cubemap Reflections.. "$envmaptint" "[.3 .3 .3]" //Basically, it makes it not so strong, the diffuse tints it. :) "$normalmapalphaenvmapmask" 1 //This is the REFLECTION/CUBEMAP MASK. White where it's reflecting, dark where it's not. }