Command and Conquer
Moderator: Moderators
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I think you are confusing shininess with reflectivity, those are two different albeit similar things.FireCrack wrote:Nope, 3do's have their shininess determined by the alpha channel in the texture.GrOuNd_ZeRo wrote:Uhmmm...
Specular shading is done by Spring it self using the model's geometry to determine shininess, you are confusing reflectivity layers, brightness layers and...I can't remember, probably logos.
-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
But they are both determined by the alpha channel of the texture, reflectivity is simply scaled to be lower.GrOuNd_ZeRo wrote:I think you are confusing shininess with reflectivity, those are two different albeit similar things.FireCrack wrote:Nope, 3do's have their shininess determined by the alpha channel in the texture.GrOuNd_ZeRo wrote:Uhmmm...
Specular shading is done by Spring it self using the model's geometry to determine shininess, you are confusing reflectivity layers, brightness layers and...I can't remember, probably logos.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
More quotew in quote madness! :OFireCrack wrote:But they are both determined by the alpha channel of the texture, reflectivity is simply scaled to be lower.GrOuNd_ZeRo wrote:I think you are confusing shininess with reflectivity, those are two different albeit similar things.FireCrack wrote: Nope, 3do's have their shininess determined by the alpha channel in the texture.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
ok that took 30 mins...
gimmie like 3 hours or so to texture them, it should be VERY easy... I might add a lil fancy texture to them, but they were pretty plain back in the day...
there are 10 models in total, Tiberium01 being the most developed, down to Tiberium10 which is the least... (Yeah yeah, I shoulda numbered them the other way.. blah, change them if you want to...)
pic of some:


gimmie like 3 hours or so to texture them, it should be VERY easy... I might add a lil fancy texture to them, but they were pretty plain back in the day...
there are 10 models in total, Tiberium01 being the most developed, down to Tiberium10 which is the least... (Yeah yeah, I shoulda numbered them the other way.. blah, change them if you want to...)
pic of some:

- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
ok, well I got the initial texture done for the biggest one...
any major problems? or thoughts?
I know I could make the crystal part look more like a CRYSTAL... but meh, I like the look it has so far... maybe I can tweak it a little... but I have soooo much to do as the only very "active" feature modeler.. Im goin as fast as I can..

any major problems? or thoughts?
I know I could make the crystal part look more like a CRYSTAL... but meh, I like the look it has so far... maybe I can tweak it a little... but I have soooo much to do as the only very "active" feature modeler.. Im goin as fast as I can..


- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
I can do a "self-illumination" thus, giving it a MAX brightness w/o shadows... no matter the lighting level, but I don't think I can make them "glow" as a green light that will come off them...FireCrack wrote:should be glowing...
I guess I can imitate a "glow" around the base and give parts of it a "mild" self-illunimation and green tint... but thats about the best I can do for a glow, unless light sources are programmed into features...
-
- Posts: 46
- Joined: 25 Jul 2005, 20:07