Difference between revisions of "HowTo:Add Per Pixel Lighting"
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− | = Adding "Per Pixel Lighting" to a | + | {{NAV_Manual | |
+ | | previous=[[HowTo:Add Engine Glow|Add Engine Glow]] | ||
+ | | up=[[HowTos]] | ||
+ | | next=[[HowTo:Edit units.csv|Editing units.csv]] | ||
+ | }} | ||
+ | ---- | ||
+ | =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 | ||
+ | |||
+ | ---- | ||
+ | {{NAV_Manual | | ||
+ | | previous=[[HowTo:Add Engine Glow|Add Engine Glow]] | ||
+ | | up=[[HowTos]] | ||
+ | | next=[[HowTo:Edit units.csv|Editing units.csv]] | ||
+ | }} | ||
+ | |||
+ | [[Category:HowTos|Add Per Pixel Lighting]] | ||
+ | [[Category:Modeling|Per Pixel Lighting]] |
Latest revision as of 17:22, 9 September 2008
Add Engine Glow | HowTos | Editing units.csv |
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
Add Engine Glow | HowTos | Editing units.csv |