Difference between revisions of "HowTo:Add Per Pixel Lighting"

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= Adding "Per Pixel Lighting" to a Model =
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=Adding "Per Pixel Lighting" to a model=
  
 
quotation (hellcatv, on the VS forum):
 
quotation (hellcatv, on the VS forum):
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You can just take the texture you have and run it through like brightness/contrast/saturation
 
You can just take the texture you have and run it through like brightness/contrast/saturation
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| previous=[[HowTo:Add Engine Glow|Add Engine Glow]]
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| next=[[HowTo:Edit units.csv|Editing units.csv]]
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[[Category:HowTos|Add Per Pixel Lighting]]
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[[Category:Modeling|Per Pixel Lighting]]

Latest revision as of 18:22, 9 September 2008

arrow_left.png Add Engine Glow arrow_up.png HowTos Editing units.csv arrow_right.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


arrow_left.png Add Engine Glow arrow_up.png HowTos Editing units.csv arrow_right.png