Shaders - Shine -1 reply

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Posezion

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10th March 2008

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#1 10 years ago

Hey, is it possible to add a shiney shader (I already know that part) to a specific area of torso or arms or anything - Im trying to make shiney bracers on bracers on arms and a shiney symbol on the back of a reborn's shit (Reskin'd ofcourse)... Basically just like glow, apply it to a sertain area, but can I apply shine to a specefic area?




Inyri Forge VIP Member

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15th March 2005

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#2 10 years ago

For shaders like specular shine or glow, any parts that are black on the shine/glow map will be unaffected.




Posezion

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#3 10 years ago

I get it... sourta...not really... so basically i made a _spec and darken everything i do NOT want to add my shiney shader to? and also, whats the new shader code... do i apply it to the main texture and to spec or what




Inyri Forge VIP Member

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#4 10 years ago

models/players/yourmodel/yourtexture { { map models/players/yourmodel/yourtexture blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/players/yourmodel/yourtexture_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } }

You will need to alter the pathways to match your own. This shader will make the texture shine when light hits it. You will need yourtexture_spec to make it work. This texture generally will be a sharper, brighter, and likely somewhat less saturated copy of your original texture. Any parts you don't want affected should be colored over with solid black.




yodaman123

The faceless....

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6th April 2007

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#5 10 years ago

If you need a hand with it PM me. I won't do it for you, just point you in the right direction, even though Inyri basically summed it all up.




Posezion

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#6 10 years ago

Ohhhh, so basically, when i get next to a bright light, the shader takes it's place and appears as you have it... And since most _spec's are black and white, i'm assuming that the white is the shine.... I think i understand it-- but... would it show up like this... where its more shiney when you move around... This shader i used on a jedi trainer to make his shoulder pad shiney (Which i liked a lot, but the other shader is for my friend)... and saber_enviro is just a shine env texture models/players/aso_zero_jt/trainer_parts { // Diffuse texture settings // Specularity texture settings q3map_nolightmap { map models/players/aso_zero_jt/trainer_parts blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/players/aso_zero_jt/trainer_parts blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/players/aso_zero_jt/saber_enviro blendFunc GL_DST_COLOR GL_SRC_COLOR tcGen environment } }




Gir_teh_Almighteh

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19th May 2006

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#7 10 years ago

maybe read up on the meaning of words?

diffuse = the way light diffuses as it hits an object. we see certain colors, because when light hits an object, certain colors are absorbed, and others reflected by it.

specular = the level of shine an object has

gloss = the tightness of the shine




Pande

Sexeh like teh gizmo

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9th April 2008

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#8 10 years ago

spec maps can be colored too.

Gir... your avatar is.. ...




Gir_teh_Almighteh

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#9 10 years ago

lol, i'm trying to simplify things...




.Raschu.

Teh JK2 player

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8th August 2008

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#10 10 years ago

I was wondering the same kinda,

but could this also work for this shader, using the same kind of structure but than with a chrome shader?

Spoiler: Show
models/players/SB_MarkIV/torso { { map models/players/SB_MarkIV/torso rgbGen lightingDiffuse } { map gfx/effects/chr_white_add_mild blendFunc GL_SRC_ALPHA GL_ONE tcGen environment } }

I wonder if I make a another texture for the shine and black the parts I don't want to have the chrome shader, would that somehow be possible shader-wise?




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