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Re: Specular Shader [Re: Dooley] #477323
06/15/19 08:19
06/15/19 08:19
Joined: Jan 2006
Posts: 168
Germany, Hannover
DexLoomer Offline
Member
DexLoomer  Offline
Member

Joined: Jan 2006
Posts: 168
Germany, Hannover
Jap .. maybe it's the Gamestudio versions. But I found out something interesting. If I make the 'power' value very small, the SpecularMap value gets much stronger. grin

Code
MATERIAL* mtl_specBump =
{
   effect = "specBump.fx";
   specular_blue = 255;
   specular_green = 255;
   specular_red = 255;
   power = 0.5;
   flags = PASS_SOLID;
}

[Linked Image]
I had not tried that before. I had always made the value higher.

Is still strange, right?


Last edited by DexLoomer; 06/15/19 08:19.

A8-Com-v 8.47.1
Re: Specular Shader [Re: DexLoomer] #477328
06/15/19 18:54
06/15/19 18:54
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
User
Dooley  Offline OP
User

Joined: May 2005
Posts: 868
Chicago, IL
That is strange ... I don't understand it, but if it works laugh use it!

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