Shinny Textures...HOW TO?


(aburn) #1

Ok here is what I got I drew a nice marble texture that I will use for the floor… and now I would like to make it shinny (polished)

Is there some shader options to do that???


(aburn) #2

:stuck_out_tongue: Self Replying… if anyone has the same problem the thread bout this is here: http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3865&highlight=shine&sid=e256be36d4d6dbfd2a62ff69f06b483a


(aburn) #3

Take this shader


textures/aburn/floor_ss
{
	qer_editorimage textures/aburn/marblefloor_c04.tga //Editor Texture
    {
        map $lightmap
    }
    {
        map textures/aburn/marblefloor_c04.tga   //Main Texture
        blendFunc GL_DST_COLOR GL_ZERO
    }
    {
        map textures/aburn/shinny05.tga  //Shine Texture (must have alpa channel)
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen const 0.5
	tcMod Scale 1.2 1.2
        tcGen environment
    }
} 


(psyco_mario) #4

why dont you just edit your last post?


(aburn) #5

Quick reply is faster


(kamikazee) #6

But it is a little bit more of a mess. :wink:


(aburn) #7

soz than wont happen again :drink:


(P4nth3r) #8

how does this work for waepons?? =$


(aburn) #9

same way

Put a texture u want to be shinny as Main
and han draw an alpha texture of the shinnyness… (gray-scale 32 bit TGA… tileing !!!with alpha channel!!!)

Use the shader I have put there ^^

Adjust for own preferences…

AFAIK


alphaGen const 0.5

more/less shinny


tcMod Scale 1.2 1.2 

Scale of the shinny texture.

IF I didn’t answer your question maybe be more specific … :stuck_out_tongue: