The next (probably non-minor) Spring release will support specular lighting for the SMF map format. You can enable this by adding one line to your map's SMD:
Otherwise, your specular texture's RGB channels will control the red, green, and blue contribution per highlight, and the A channel (multiplied by 16) becomes the specular exponent. This gives you per-pixel control over the color and intensity anywhere on the map. You could eg. make all highlights red, or have them depend on the type of material that a pixel represents, or something more exotic:
Hmm.. nice... Pretty cool thing to play around. Maybe try out for "metallic" maps, however, according the screenshots, may need some delicate tweaking and adjustment to get it look properly for "natural" surfaces...
You got what you wanted Basic. Now we are waiting for your result... :)
1. What is the size specification for the specular texture?
2.
Quote:
This gives you per-pixel control over the color and intensity anywhere on the map.
Uh... how? If specular texture size < diffuse, how are we supposed to have that level of control? Say, for example, I want strong specular highlights on a "wet" area of a map, but very dull ones in the "dry" zones. How can I use this to get that done? IOW, does it stretch, or does it just tile?
3. Does this cause the detailtex to be treated as a normalmap, or just the heightmap? If both, then I could see this adding a huge amount of detail, albeit a bit generic.
Hmm.. nice... Pretty cool thing to play around. Maybe try out for "metallic" maps, however, according the screenshots, may need some delicate tweaking and adjustment to get it look properly for "natural" surfaces...
You got what you wanted Basic. Now we are waiting for your result... :)
so we have 2 textures, one setting spec and one setting the diffuse? or is this something that is blanketed on the map. Sorry, I am unsure how this stuff works.
Just a small tip to anyone planning to use this: Use 16 bit heightmaps! Or you will get banding. If you didnt draw/generate the heightmap at 16 bits, then upconvert it in photoshop/whatever and do a series of small radius gaussian blurs on it, and maybe even use the -l mapconv option.
Whats the performance cost on this?
Is there any reason this is engine side and not just a luashader gadget? Does that allow it to be faster?
*Poor Trademark,having to redo like 100 metal maps he made. Is it possible to add custom decals of explosions? The default ones would probably look silly on crystal or ice maps.
Because all those test shots were made with specularity applied to the entire map. Otherwise it will look fine when used sparingly where needed. Would rock if current git release would compile and I could actually test it :)
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