To the modelers out there *specularity*

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SimonDR
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To the modelers out there *specularity*

Post by SimonDR »

Have any of you manged to get specularity to work on a ship properly.

I have tried a few things but nothing seems to work.

I have tried using an image with half black and half white so when it's in the game half the ship should be shiny where the other half should be dull but all i get is the whole ship shiny which doesn't look right.

I know you are able to do it the proper way cause you can see it on the nova where on the nose you get some lines are shinier than the others.

I know it uses the specular colour and specular level parameters but is there a certain way you have to use them or a certain way the image has to be done?

Thanks for any help.
Troj
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Post by Troj »

Are you using MAT3 or MAT5 ?
Semper Pugno, semper Vinci.
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SimonDR
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Post by SimonDR »

Sorry mate i'm not with you.

What's this MAT3 and MAT5.

Remember i don't use max 5 a lot so i am still learning stuff on it.

Thanks.
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SimonDR
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Post by SimonDR »

Sorry, i see what you are talking about now.

It's using MAT5.

What do i need to change in here to get it to use the diffuse texture as the specularity rather than just an all over sheen.

I'm gonna try a few changes and see what happens so i may get it before you reply but thanks anyway if you do tell me.
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SimonDR
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Post by SimonDR »

Well i changed the shininess; shinestrength values to 0 for both then 100 for one then for both and there was no difference in the shininess of the model what so ever :cry:

Pity we can't see the material values on the original bod files then i would be able to copy them to my one and get what i want.

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