Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: wEvil on October 29, 2003, 04:45:34 pm

Title: Dum Question
Post by: wEvil on October 29, 2003, 04:45:34 pm
Is specular MAPPING supported - IE using a texture in a seperate channel to control the specularity of a surface?

Thanks :)
Title: Dum Question
Post by: Deepblue on October 29, 2003, 04:52:46 pm
Yes. Just make a spec map for a ship and name it "shiptexturename-shine.pcx"
I think thats right at least.
Title: Dum Question
Post by: phreak on October 29, 2003, 04:59:59 pm
yea thats right.  go download GE/Galemp's specmaps for ideas and/or improvements.

im gonna go dig up a link somewhere
Title: Dum Question
Post by: wEvil on October 29, 2003, 05:11:35 pm
*might try porting the Havok & a Dreadnought in..*
Title: Dum Question
Post by: phreak on October 29, 2003, 05:12:57 pm
http://www.hard-light.net/forums/index.php/topic,16418.0.html

here's the thread for the media vp. it has the shinemaps
Title: Dum Question
Post by: Sheepy on October 29, 2003, 05:14:14 pm
as in NW's? .... *prepares to drool if so*
Title: Dum Question
Post by: Fry_Day on October 30, 2003, 01:17:52 am
Don't forget that shine-mapping is colored, not a single channel, so you can control the color of the specular highlight with a colored shine-map
Title: Dum Question
Post by: wEvil on October 30, 2003, 03:44:22 am
bear in mind that if i do you'll be able to have maybe 3 or 4 of them on screen before the thing chugs...

and that'd be on a wildcatVP/gf4 + card