Shiny textures

Ask questions, discuss ideas, get answers
Post Reply
Matchy
Posts: 13
Joined: Sat Mar 06, 2010 11:37 am

Shiny textures

Post by Matchy »

hey iv been trying to figure out how to make textures in game shiny
I'm guessing its something to do with the DDs alpha channel but have no successes

I'm using photo shop with the DDs plug in,
any one know XD ?
User avatar
Apache Thunder
Posts: 1210
Joined: Mon Oct 19, 2009 2:48 am
Location: Levelland Texas, USA
Contact:

Re: Shiny textures

Post by Apache Thunder »

To activate envmaps on meshes you must also turn it on in the RS file for that SM file:

Code: Select all

envmap true;
Envmap system uses alpha to determine how much the envmap is shown on the mesh. The more alpha something has the more envmap it has. ;)

There is also speculer which also makes things look a bit more shiny though it has a better effect on vehicles then on statics:

Code: Select all

lightingSpecular true;
materialSpecular 1 1 1;
materialSpecularPower 10;
By the way, specular settings do not require any changes to texture files.
ImageImageImage
I have cameras in your head!
Matchy
Posts: 13
Joined: Sat Mar 06, 2010 11:37 am

Re: Shiny textures

Post by Matchy »

Am i doing this wrong because it doesn't seem to make any difference :(

Code: Select all

subshader "humvee_hull_Material0" "StandardMesh/Default"
{
	lighting true;
	materialDiffuse 0.588235 0.588235 0.588235;
	lightingSpecular true;
	materialSpecular 1 1 1;
	materialSpecularPower 10;
	texture "texture/desertcombat/humvee/Humvee_Hull";
}
subshader "humvee_hull_Material1" "StandardMesh/Default"
{
	lighting true;
	materialDiffuse 1 1 1;
	lightingSpecular false;
	transparent true;
	envmap true;
	twosided true;
	depthWrite false;
	texture "texture/desertcombat/su-25/SU-25_Glass";
Matchy
Posts: 13
Joined: Sat Mar 06, 2010 11:37 am

Re: Shiny textures

Post by Matchy »

OK iv got the alpha to save now but its making the stuff transparent not shiny lol :'(
User avatar
Senshi
Posts: 697
Joined: Sun Oct 18, 2009 1:14 pm
Location: Germany
Contact:

Re: Shiny textures

Post by Senshi »

Uhm...d'uh....you have a made that subshader transparent true and envmap true. And you can only have one or the other, as BF is not good at reading multiple alpha layers AFAIK. Use Envmaps/shininess for regular materials, e.g. the hull. Makes much more sense, too.
Poow
Posts: 271
Joined: Sun Nov 01, 2009 8:00 pm
Location: Germany
Contact:

Re: Shiny textures

Post by Poow »

Parts of the mustang have these settings:

Code: Select all

	lighting true;
	lightingSpecular true;
	materialDiffuse 1 1 1;
	materialSpecular 0.666667 0.811765 0.878431;
	materialSpecularPower 15;
	envmap true;
	texture "texture/P51Fus_L";
What is this line about?
materialSpecular 0.666667 0.811765 0.878431;
(coordinates? RGB?^^)
How can I use this line for maximum effects? For example for a copper/aluminum... materials?
You’re entering a world of pain!
User avatar
Apache Thunder
Posts: 1210
Joined: Mon Oct 19, 2009 2:48 am
Location: Levelland Texas, USA
Contact:

Re: Shiny textures

Post by Apache Thunder »

That defines the color of the specular. I believe that the specular settings defines how much "shine" an object has. It's not the same as envmaps though. ;)
ImageImageImage
I have cameras in your head!
Poow
Posts: 271
Joined: Sun Nov 01, 2009 8:00 pm
Location: Germany
Contact:

Re: Shiny textures

Post by Poow »

okay, and it is RGB :?:
You’re entering a world of pain!
User avatar
Apache Thunder
Posts: 1210
Joined: Mon Oct 19, 2009 2:48 am
Location: Levelland Texas, USA
Contact:

Re: Shiny textures

Post by Apache Thunder »

Yes. It works in the same way as the color settings found for sprites and a map's init.con lighting color settings etc. ;)
ImageImageImage
I have cameras in your head!
Post Reply