Shininess

Questions and answers about the how and why of making maps.
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Joe-Schmoe
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Shininess

Post by Joe-Schmoe » Thu Dec 13, 2007 6:39 pm

Hi,

I noticed on the wiki that there's a parameter for "shininess". The only description given was "shiny!".

I want to make something in my map really shiny, but I don't know how. How does it work?
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JeffM
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Post by JeffM » Thu Dec 13, 2007 6:52 pm

it sets the openGL parameter for specular shine.

http://www.digitalscores.com/featured-a ... iness.html

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Post by Joe-Schmoe » Thu Dec 13, 2007 7:42 pm

I'm sorry, I don't know anything about using OpenGL :shock:

The link you gave used this as a formula for shininess:
CosL + 10 * CosR ^ 10
Is it the "10" that I'm changing?

Basically, do higher numbers of shininess = shinier objects? If so what is a reasonable sort of value?

I messed around with a couple of different shininess values and didn't notice any difference in my maps.

I'd settle for the type of shininess given in image2, if possible.
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Post by JeffM » Thu Dec 13, 2007 10:09 pm

the value is a decimal, it goes from 0 to 1
0 == no shine
1.0 == max shine.

0.5 = 1/2 shine.

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Post by Spazzy McGee » Thu Dec 13, 2007 11:00 pm

Hmm... When you use Trepan's Wings3D Exporter, it gives a value between 0 and 128
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Post by Joe-Schmoe » Thu Dec 13, 2007 11:05 pm

I tried values of 1, 1/2, and 120, none of which had any noticeable difference.

Is there something I have to switch on in the client to see shiny stuff?
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Post by Spazzy McGee » Thu Dec 13, 2007 11:54 pm

You might need specular.

Try adding

Code: Select all

specular 1 1 1
to your material.

Then when you're testing, move the sun around with the + and - keys, so you can spot any shiny 'reflections'.
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