Difference between revisions of "HowTo:Add Per Pixel Lighting"
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| previous=[[HowTo:Add Engine Glow|Add Engine Glow]] | | previous=[[HowTo:Add Engine Glow|Add Engine Glow]] | ||
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| next=[[HowTo:Make Animated Textures|Make Animated Textures]] | | next=[[HowTo:Make Animated Textures|Make Animated Textures]] | ||
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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]] | | previous=[[HowTo:Add Engine Glow|Add Engine Glow]] | ||
− | | up=[[ | + | | up=[[HowTos]] |
| next=[[HowTo:Make Animated Textures|Make Animated Textures]] | | next=[[HowTo:Make Animated Textures|Make Animated Textures]] | ||
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− | [[Category: | + | [[Category:HowTos|Add Per Pixel Lighting]] |
Revision as of 18:54, 28 May 2005
Add Engine Glow | HowTos | Make Animated Textures |
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 | Make Animated Textures |