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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: foodstamp]
#120842
07/17/07 18:45
07/17/07 18:45
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Honestly, I've never used Lite-C. I've been pocrastinating for a while...
You should be able to simpl include the script and in the car action, change the material to mat_nm;. I'm not sure why it's not showng up in the material menu...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120843
07/17/07 18:52
07/17/07 18:52
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Joined: Aug 2004
Posts: 137
foodstamp
Member
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Member
Joined: Aug 2004
Posts: 137
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Quote:
Honestly, I've never used Lite-C. I've been pocrastinating for a while...
You should be able to simpl include the script and in the car action, change the material to mat_nm;. I'm not sure why it's not showng up in the material menu...
Well since the body is already using the carinit action we cant assign it another action. I wish that coul be changed. So we have to include the script into a crurrent script. And seeing how I am a scripting idiot, i need to ask on here for help
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: D3D]
#120845
07/17/07 19:14
07/17/07 19:14
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Joined: Aug 2004
Posts: 137
foodstamp
Member
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Member
Joined: Aug 2004
Posts: 137
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Quote:
The above script have already been changed and work with the carlevel demo on other models, but not so good on the buggy model. The two actions don't really mind because you can comment one out and put the other inside the init_car action.
Not feeling ungrateful but here is the model i am using. If you could test in your project. duster
Also if there is a way for you to maybe upload the changed scripts. I could probably do better. Up to you though.
Thank You
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: Blink]
#120847
07/18/07 03:26
07/18/07 03:26
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Joined: Apr 2006
Posts: 1,551 Netherlands
D3D
Serious User
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Serious User
Joined: Apr 2006
Posts: 1,551
Netherlands
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Do you have the lightsource close enough to the model? Try adding the dlight.mdl inside the level, just above the car (the dlight action is used by default) Download.
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: D3D]
#120848
07/19/07 22:59
07/19/07 22:59
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Posts: 2,503
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"shinyness" = specularity
specularity is controlled by the alpha channel of the normalmap texture.
A tex with full alpha will be shiny, so yes, this will make it shiny...
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: camelot22020]
#120850
09/20/07 16:50
09/20/07 16:50
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Expert
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Shaders only react to dynamic lights properly.
Though, in my shader I added the option to use the ambience created from static lighting. by right-clicking the script from the properties tab in WED, you can use the "customize" panel for editing shader options...
xXxGuitar511 - Programmer
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