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
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Is specular MAPPING supported - IE using a texture in a seperate channel to control the specularity of a surface?
Thanks :)
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Yes. Just make a spec map for a ship and name it "shiptexturename-shine.pcx"
I think thats right at least.
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yea thats right. go download GE/Galemp's specmaps for ideas and/or improvements.
im gonna go dig up a link somewhere
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*might try porting the Havok & a Dreadnought in..*
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http://www.hard-light.net/forums/index.php/topic,16418.0.html
here's the thread for the media vp. it has the shinemaps
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as in NW's? .... *prepares to drool if so*
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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
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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