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Adding shine code to material file just makes the body darker


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29 minutes ago, Stephen Hopkins said:

Did you make a spec map?

I was using Blaise's rock-spec and rock-shine files in the code he gave me. I also tried using fern-spec and fern2-shine or however it is. Both ways gave no luck. I literally copied and pasted the code and only changed the texture name it was supposed to be applied to.

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55 minutes ago, Mr. Self Destruct said:

I was using Blaise's rock-spec and rock-shine files in the code he gave me. I also tried using fern-spec and fern2-shine or however it is. Both ways gave no luck. I literally copied and pasted the code and only changed the texture name it was supposed to be applied to.

Maybe you didnt use all of it.Here is one of mine. I had a spec map for the truck thus why its called assassinbody-spec. Check yours with this and see if you're missing anything. Maybe post what you entered in the material file as well. I highlighted the objects you'd need to change. 

material _assassinBody.png.001/SOLID/TEX/assassinBody.png
{
technique
{
pass
{
scene_blend alpha_blend

vertex_program_ref NiceMetal_VS
{
}
fragment_program_ref SimpleMetal_PS
{
}
texture_unit diffusetex
{
texture assassinbody.png 2d
tex_coord_set 0
}
texture_unit speculartex
{
texture fern-shine.png 2d
tex_coord_set 1
}
}
pass
{
scene_blend add

vertex_program_ref NiceMetal_Reflect_VS
{
}
fragment_program_ref NiceMetal_Reflect_nocolor_PS
{
}
texture_unit reflectivetex
{
texture assassinBody-spec.png 2d
tex_coord_set 0
}
texture_unit envmaptex
{
cubic_texture EnvironmentTexture combinedUVW
tex_address_mode clamp
tex_coord_set 1
}
}
}
}

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Yours didn't work either. Not sure why. This is the one Blaise gave me.

I replaced Transcoolertex.png with BSBody.png for my body texture.

material Material.001/SOLI.143/SOLID/TEX/BSBody.png/VertCol
{
technique
{
pass
{
scene_blend alpha_blend

vertex_program_ref NiceMetal_VS
{
}
fragment_program_ref SimpleMetal_PS
{
}
texture_unit diffusetex
{
texture BSBody.png 2d
tex_coord_set 0
}
texture_unit speculartex
{
texture rock-shine.png 2d
tex_coord_set 1
}
}
pass
{
scene_blend add

vertex_program_ref NiceMetal_Reflect_VS
{
}
fragment_program_ref NiceMetal_Reflect_nocolor_PS
{
}
texture_unit reflectivetex
{
texture rock-spec.png 2d
tex_coord_set 0
}
texture_unit envmaptex
{
cubic_texture EnvironmentTexture combinedUVW
tex_address_mode clamp
tex_coord_set 1
}
}
}
}

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On 12/15/2016 at 5:40 PM, Mr. Self Destruct said:

@Stephen Hopkins I copied and pasted your code and made shine/spec maps and all it does is make the spec map the primary texture. It doesn't add shine for me.

Did you correctly replace all the names? If you think you did maybe upload the material file and I can look and see if I see the issue. 

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5 minutes ago, Stephen Hopkins said:

Did you correctly replace all the names? If you think you did maybe upload the material file and I can look and see if I see the issue. 

It seems like I did. When I changed the top line, however, the whole body went white, which meant I had to revert to the Material.001/SOLI.143/blahblah.png/VertCol thing.

Seems to work on 0.37, by the way.

Here's the material file:

http://www.mediafire.com/file/r7w9ba1a5591aq2/BlacksmithV5.material

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