Combination of vmt editing and mapping.
To get real reflections on brushes, you need to
1) Change the vmt to use Lightmappedreflective shader, and put in a number of parameters (example: Pastebin.com).
Unless you want a perfect mirror, the material should also have a normal map or an alpha mask.
2) Turn a brush to func_reflective_glass entity.
Only one face of the brush should have the reflective texture, others should be nodraw.
You also have to avoid using multiple func_reflective_glass entities in the same PVS, and you can have as many brushes combined into one entity, as long as their shared mirror surface lies in the same plane.
3) $fresnelpower controls how far from the player the reflection starts to appear, at 0 you get the reflection right at your feet. E.g.: I.playground.ru
Really nice. Did you edit the VMT for that road texture to get you that reflective look, or is it already part of the texture?
Combination of vmt editing and mapping.
To get real reflections on brushes, you need to
1) Change the vmt to use Lightmappedreflective shader, and put in a number of parameters (example: Pastebin.com).
Unless you want a perfect mirror, the material should also have a normal map or an alpha mask.
2) Turn a brush to func_reflective_glass entity.
Only one face of the brush should have the reflective texture, others should be nodraw.
You also have to avoid using multiple func_reflective_glass entities in the same PVS, and you can have as many brushes combined into one entity, as long as their shared mirror surface lies in the same plane.
3) $fresnelpower controls how far from the player the reflection starts to appear, at 0 you get the reflection right at your feet. E.g.: I.playground.ru