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reflective shiny level blocks?
#40569
02/05/05 02:49
02/05/05 02:49
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Joined: Jul 2004
Posts: 74 Inside Maya
Sichlid
OP
Junior Member
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OP
Junior Member
Joined: Jul 2004
Posts: 74
Inside Maya
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hi ,
I own the commercial A6 version and i want to have a shiny level surface like in NFS : underground ..is it possible to do that through Shaders on LEVEL blocks.
if it cant be done on level blocks can it still be done on map entities ?
I need to make a cool small demo which needs to be shown to prospective clients so any help would be highly thankful
Best Regards,
Sichlid
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Re: reflective shiny level blocks?
[Re: Matt_Coles]
#40573
02/06/05 14:37
02/06/05 14:37
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Joined: Jul 2004
Posts: 74 Inside Maya
Sichlid
OP
Junior Member
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OP
Junior Member
Joined: Jul 2004
Posts: 74
Inside Maya
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Actually i need shiny ( need not be reflective in real time) and this effect should be on level blocks.
like wet Shiny but not very very wet.
Best Regards,
Sichlid
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Re: reflective shiny level blocks?
[Re: Matt_Coles]
#40575
02/08/05 00:34
02/08/05 00:34
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Joined: Jul 2004
Posts: 74 Inside Maya
Sichlid
OP
Junior Member
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OP
Junior Member
Joined: Jul 2004
Posts: 74
Inside Maya
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thanks for the code matt_coles..but the code doesnt seem to work. I am using the code on LEVEL BLOCKS and also the blocks are all SHADED.
Do I need to make the blocks FLAT ?
Best Regards,
Sichlid
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Re: reflective shiny level blocks?
[Re: Matt_Coles]
#40577
02/08/05 11:39
02/08/05 11:39
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Joined: Mar 2003
Posts: 1,524 Canada
Stansmedia
Serious User
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Serious User
Joined: Mar 2003
Posts: 1,524
Canada
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I tried your code, Matt, and it comes up with the error: " Error in effect: Brick " Brick in my case, is the texture im assigning the shader to. Code:
bmap yourenv_map=<spheresky2+6.tga>; bmap yourDOT3map, <brick_normDOT3.tga>; bmap yourtexture = <brick.tga>;
material brick { skin1=yourDOT3map; Skin3=yourtexture; skin4=yourenv_map; flags = tangent; }
function main() { d3d_anisotropy = 0; fps_max = 100; shadow_stencil = on; d3d_automaterial=1; var d3d_automaterial=1; effect_load(spec_bump_model,"spec_bump_model.fx"); effect_load(brick1,"spec_bump_world.fx"); effect_load(brick,"specmap_level.fx"); wait(5); level_load("bump_map.wmb"); wait(3); }
Perhaps theirs a problem with the fx file?
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