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shiny goodness

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 Immenor
08-16-2004, 6:33 PM
#1
I own JK2 and JA. I map for JA. I saw the xbox version of JO and i noticed something nice... The doors in the extra Alzoc III (demo level) were shiny, they reflected the light etc. they looked like chrome doors. since just about every map i see now has shiny textures, can anyone tell me how to get a texture to be shiny or reflective. Do I have to make my own shader? If so how? Can i modify a shader to be used?
 bael1
08-16-2004, 8:46 PM
#2
iv'e never made a shader for a map..... yet, but to make skins shiny, i used the sith_soldier model shader an edited my skins details in where the old details were, so my eg torso.jpg was shiny, i think u will be able 2 use this same method for makin map_objects shiny.
 Immenor
08-16-2004, 9:38 PM
#3
I can't use a skins shader lol. So your saying i should take a pre-exicting shader and modfy it to go with the texture i want? makes sense...
i just don't know what is an existing shader.
 wedge2211
08-16-2004, 11:02 PM
#4
Some of the game default shaders are already "shiny." You can tell by going into the shader file (SHIFT+double-click on the texture in Radiant) and looking to see if one of the stages has the line tcGen environment. For example, the shader byss/large_floor:

textures/byss/large_floor
{
q3map_material SolidMetal
{
map $lightmap
}
{
map textures/byss/large_floor the base texture
blendFunc GL_DST_COLOR GL_ZERO
}
{
map textures/byss/env_large_floor the "shine" texture
blendFunc GL_SRC_ALPHA GL_ONE
alphaGen const 0.25
tcGen environment
}
}
 Immenor
08-17-2004, 10:19 AM
#5
ahhhh. Now im gonna use that floor...

I still want to make doors shiny...
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