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Bridge Pack TGEA patch
Bridge Pack TGEA patch
| Name: | Apparatus | ![]() |
|---|---|---|
| Date Posted: | Aug 09, 2008 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Apparatus |
Blog post
I updated the Bridge Pack for TGEA users. Available in the store for the same price and as a patch for those who already purchased it (4$);
Direct link

Now, something about shaders and specularity in particular; The materials in this pack/patch have a decent amount of specularity using the regular baseTex combined with the bumpTex; Since the advent of normal maps and the rest of the carnival, I have seen people over using specular and normal maps; My approach is simple and logical - unless the object is wet or made of glass/metal - high specular values are not welcome. Examples can be found in many games today; normal maps are created via batch commands from diffuse textures in complete disregard to what a normal map should actually do.
So if anyone feels like adding extra specularity to the models, here's what you need to add to the material
After the first pass:
add a second pass in the shader:
I will eventually add an entire section to the website regarding art creation with TGE/TGEA.
Direct link

Now, something about shaders and specularity in particular; The materials in this pack/patch have a decent amount of specularity using the regular baseTex combined with the bumpTex; Since the advent of normal maps and the rest of the carnival, I have seen people over using specular and normal maps; My approach is simple and logical - unless the object is wet or made of glass/metal - high specular values are not welcome. Examples can be found in many games today; normal maps are created via batch commands from diffuse textures in complete disregard to what a normal map should actually do.
So if anyone feels like adding extra specularity to the models, here's what you need to add to the material
After the first pass:
baseTex[0] = "demo/data/shapes/........";
bumpTex[0] = "demo/data/shapes/........";
add a second pass in the shader:
pixelSpecular[1] = true;
specular[1] = "0.5 0.5 0.5 0.5";
specularPower[1] = 32.0;
I will eventually add an entire section to the website regarding art creation with TGE/TGEA.
Recent Blog Posts
| List: | 11/04/08 - Kork 2.0, halted work 09/24/08 - Constructor Pipeline (I) 09/23/08 - Interior Guide Pack Free Download 09/23/08 - Kaboom! Pack for TGEA 09/15/08 - About Constructor 09/11/08 - Interior Guide Pack Released 09/10/08 - Associate Rant 09/08/08 - Interior Guide Pack update |
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Submit your own resources!| Fleeky (Aug 09, 2008 at 18:46 GMT) |
btw your packs are looking really nice. I amwaiting around for your nature pack to work with tgea ;)
Edited on Aug 09, 2008 18:47 GMT
| Jaimi McEntire (Aug 09, 2008 at 20:51 GMT) |
| Apparatus (Aug 09, 2008 at 21:14 GMT) |
on the other hand only registered users can purchase so it might be that.
Edited on Aug 09, 2008 21:16 GMT
| Jaimi McEntire (Aug 10, 2008 at 04:57 GMT) |
| Leslie Young (Aug 11, 2008 at 08:56 GMT) |
| jydog (Aug 17, 2008 at 17:34 GMT) |
| Apparatus (Aug 17, 2008 at 17:45 GMT) |
TGE Bridge pack does not include the normal maps and the material.cs file;
TGEA Bridge Pack includes that (and it's TGEA ready);
This patch is for those who previously purchased the TGE Bridge pack, and includes the normal maps and material.cs file only.
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