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HowTo:Add Per Pixel Lighting

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main.php?g2_view=core.DownloadItem&g2_itemId=6604&g2_serialNumber=1&ext=.png Add Engine Glow main.php?g2_view=core.DownloadItem&g2_itemId=6608&g2_serialNumber=1&ext=.png HowTos Editing units.csv main.php?g2_view=core.DownloadItem&g2_itemId=6606&g2_serialNumber=1&ext=.png

Adding "Per Pixel Lighting" to a model

quotation (hellcatv, on the VS forum):

<Mesh texture="normaltexture.png" texture1="specular_map.png" >

Description: The specular map is the color of the light that the object actively reflects. If it's black, the object is matte. If it's white, then the object is totally shiny (window), and if it's like orange, then the object is copperish, cus it'll reflect only the orange light that hits it.

It's a powerful effect.

You can just take the texture you have and run it through like brightness/contrast/saturation


main.php?g2_view=core.DownloadItem&amp;g2_itemId=6604&amp;g2_serialNumber=1&amp;ext=.png Add Engine Glow main.php?g2_view=core.DownloadItem&amp;g2_itemId=6608&amp;g2_serialNumber=1&amp;ext=.png HowTos Editing units.csv main.php?g2_view=core.DownloadItem&amp;g2_itemId=6606&amp;g2_serialNumber=1&amp;ext=.png
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