So I was working on modifying my texture pack to use somebody's shader mod, and it uses 2 maps for its specular shaders: the normal map (with z-values on the alpha channel for parallax occlusion) and a specular texture map containing color values to be reflected at any given pixel.

This is f***ing brilliant, and with some major bugs looks great; I wonder if it's possible to do any kind of parallax occlusion in 3dGS 7...?

Edit: terminology, it's late at night.

Last edited by deianthropus; 05/27/11 06:22.