Difference between revisions of "HowTo:Add Per Pixel Lighting"
(add page) |
m |
||
Line 1: | Line 1: | ||
+ | {{NAV_Manual | previous=none | ||
+ | | up=[[HowTo]] | ||
+ | | next=none | ||
+ | }} | ||
+ | ---- | ||
= Adding "Per Pixel Lighting" to a Model = | = Adding "Per Pixel Lighting" to a Model = | ||
Line 10: | Line 15: | ||
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=none | ||
+ | | up=[[HowTo]] | ||
+ | | next=none | ||
+ | }} | ||
+ | |||
+ | [[Category:HowTo|Add Per Pixel Lighting]] |
Revision as of 05:20, 22 March 2005
none | HowTo | none |
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
none | HowTo | none |