Game Development Community

Shader...Crystall Sword....Full Reflect+transp

by Bobby Leighton · in Game Design and Creative Issues · 04/03/2006 (11:24 am) · 8 replies

This is the first real shaders i have implamented using the torque engine and no one here really understands how this stuff goes together so I'm really happy there is a place to show off our work.....and please I love CONSTRUCTIVE critisizm so fire away -Mace

http://img136.imageshack.us/my.php?image=crystalshader1ig.jpg

#1
04/03/2006 (12:11 pm)
You need to fix the link to image instead of img !

Looks good ,can you make some explanation how you did it for us non tse guys ?
#2
04/03/2006 (12:59 pm)
Sorry the link is fixed now
#3
04/03/2006 (1:04 pm)
Very neat
#4
04/03/2006 (1:04 pm)
Sorry the link is fixed now
#6
04/03/2006 (10:58 pm)
Looks great ... could you comment on how you did it? Is this TGE or TSE?
#7
04/04/2006 (12:41 am)
I really think you need a normal map on that blade that provides a tactile feel to the blade. The perterbations that the normal map will have on the reflect/refract (assuming this is TSE) will really make it feel substantial.
#8
04/05/2006 (8:27 pm)
Yes sorry it is TSE and when i use this final version for the weapons they will be applied only to the blade with is done just by havinf seperate textures for each of the part you want to shade seperatly and the shader that i used id a mix between the reflect and refract shader that come standard and a slightly modified tenderil shader..it was really and accident that i found it out...i was learning how and just playing with numbers and combining effects....whack cool shader but thank you for the post people----Mace