Game Development Community

Specular mapping in TGEA

by Florian · in Artist Corner · 10/31/2006 (6:07 am) · 6 replies

Hey,
i was wondering, does TGEA also supports specular mapping
and if so, what line do you need to implent in the materials.cs file if you want to add a specular map?

tnx,
florian

#1
10/31/2006 (6:37 am)
pixelSpecular[0] = true;
   specular[0] = "1.0 1.0 1.0 1.0";
   specularPower[0] = 32.0;

It does not take an "image" per say but the above code should do it for you. (It uses an alpha map embedded in the base image I *think*)
#2
10/31/2006 (8:28 am)
No, i wasnt talking bout that, i mean a specular MAP
like a bitmap image
#3
10/31/2006 (8:59 am)
Should you have read the docs, you would know.
You paint the alpha bitmap to mask the specular map.
#4
10/31/2006 (2:27 pm)
Yeah. This really shouldn't be in Mapping either.
#5
11/03/2006 (8:30 am)
Why, its about mapping right?

but anyway, stefan, ill read the docs then, tnx:D
#6
11/03/2006 (9:05 am)
Mapping in the context of this forum is level mapping rather than shader effects with mapping in the name, which is what I believe Stefan was referencing.