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?
Shininess
- Joe-Schmoe
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it sets the openGL parameter for specular shine.
http://www.digitalscores.com/featured-a ... iness.html
http://www.digitalscores.com/featured-a ... iness.html
JeffM
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I'm sorry, I don't know anything about using OpenGL
The link you gave used this as a formula for shininess:
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.
The link you gave used this as a formula for shininess:
Is it the "10" that I'm changing?CosL + 10 * CosR ^ 10
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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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?
Is there something I have to switch on in the client to see shiny stuff?
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- Spazzy McGee
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You might need specular.
Try adding
to your material.
Then when you're testing, move the sun around with the + and - keys, so you can spot any shiny 'reflections'.
Try adding
Code: Select all
specular 1 1 1
Then when you're testing, move the sun around with the + and - keys, so you can spot any shiny 'reflections'.
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