jack53
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Post by jack53 on Oct 6, 2015 17:55:54 GMT -6
Would anyone be able to tell me what to name a mat file for a see through mesh texture please(i.e stoneguard) thank you
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Smarty
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Post by Smarty on Oct 6, 2015 18:27:52 GMT -6
If they were using some semblance of their current naming convention (read: ETS2), it would be dif.spec.a where areas with an alpha value of 0 are transparent. Values 1-255 control the specularity. I'm not sure what you'd use if you wanted env-mapped reflections as well...
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Post by Corby on Oct 6, 2015 22:25:33 GMT -6
If they were using some semblance of their current naming convention (read: ETS2), it would be dif.spec.a where areas with an alpha value of 0 are transparent. Values 1-255 control the specularity. I'm not sure what you'd use if you wanted env-mapped reflections as well... Wrong. dif_spec.over. here's the mat files, jut replace the tobj lines. material : "eut.dif_spec.over.fx" { texture[0] : "trans.tobj" texture_name[0] : "texture_base" ambient : { 1 , 1 , 1 } diffuse : { 1 , 1 , 1 } specular : { 1 , 1 , 1 } shininess : 60 tint : { 0.50414 , 0.50414 , 0.50414 } aux[0] : { 10 , 10 } } kthxbai.
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jack53
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Post by jack53 on Oct 6, 2015 23:24:06 GMT -6
Thanks Corby and Smarty I will give it a try much appreciated. If it works Corby you are a God thanks again
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Post by Corby on Oct 6, 2015 23:36:21 GMT -6
Thanks Corby and Smarty I will give it a try much appreciated. If it works Corby you are a God thanks again make sure your alpha is good tho.
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jack53
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Post by jack53 on Oct 7, 2015 7:09:27 GMT -6
Thanks Corby and Smarty I will give it a try much appreciated. If it works Corby you are a God thanks again make sure your alpha is good tho. Fixed thanks greatly appreciate all the help
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Smarty
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Post by Smarty on Oct 7, 2015 10:20:57 GMT -6
If they were using some semblance of their current naming convention (read: ETS2), it would be dif.spec.a where areas with an alpha value of 0 are transparent. Values 1-255 control the specularity. I'm not sure what you'd use if you wanted env-mapped reflections as well... Wrong. dif_spec.over. here's the mat files, jut replace the tobj lines. [...] kthxbai. Does ET2 just not have a dif_spec.a shader? I find it pretty useful because you can still reduce specularity in shaded areas while having transparency (at the expense of needing a higher resolution texture for smooth edges around the transparent portions).
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Post by Corby on Oct 7, 2015 10:57:23 GMT -6
idk. never used it
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Dogebilt
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Post by Dogebilt on Oct 7, 2015 11:34:16 GMT -6
I do believe there is a dif_smooth.a Just look through the automat folder and see which material sounds right. There's quite a few
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RBR-DUK
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Post by RBR-DUK on Oct 8, 2015 13:23:31 GMT -6
Does ET2 just not have a dif_spec.add.env.a shader? Chrome parts? material : "eut.dif_spec.add.env.a.decal.over.fx" { texture[0] : "grille.tobj" texture[1] : "/material/environment/vehicle_reflection.tobj" ambient : { 1.000000 , 1.000000 , 1.000000 } diffuse : { 1.000000 , 1.000000 , 1.000000 } specular : { 1.000000 , 1.000000 , 1.000000 } tint : { 1.000000 , 1.000000 , 1.000000 } shininess : 95 env_factor : { 1.000000 , 1.000000 , 1.000000 } } #ET2shaderexpertsbandwagon
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Smarty
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Post by Smarty on Oct 8, 2015 13:42:57 GMT -6
Does ET2 just not have a dif_spec.add.env.a shader? Chrome parts? material : "eut.dif_spec.add.env.a.decal.over.fx" { texture[0] : "grille.tobj" texture[1] : "/material/environment/vehicle_reflection.tobj" ambient : { 1.000000 , 1.000000 , 1.000000 } diffuse : { 1.000000 , 1.000000 , 1.000000 } specular : { 1.000000 , 1.000000 , 1.000000 } tint : { 1.000000 , 1.000000 , 1.000000 } shininess : 95 env_factor : { 1.000000 , 1.000000 , 1.000000 } } #ET2shaderexpertsbandwagon ...and thank you, Sir!
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Post by Corby on Oct 8, 2015 22:17:06 GMT -6
Does ET2 just not have a dif_spec.add.env.a shader? Chrome parts? material : "eut.dif_spec.add.env.a.decal.over.fx" { texture[0] : "grille.tobj" texture[1] : "/material/environment/vehicle_reflection.tobj" ambient : { 1.000000 , 1.000000 , 1.000000 } diffuse : { 1.000000 , 1.000000 , 1.000000 } specular : { 1.000000 , 1.000000 , 1.000000 } tint : { 1.000000 , 1.000000 , 1.000000 } shininess : 95 env_factor : { 1.000000 , 1.000000 , 1.000000 } } #ET2shaderexpertsbandwagon i did forgot about that one, i actually had it on my other w900l. lol
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Dogebilt
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Post by Dogebilt on Oct 9, 2015 0:24:02 GMT -6
material : "eut.dif_spec.add.env.a.decal.over.fx" {
texture[0] : "chrome_msk.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/environment/vehicle_reflection.tobj"
texture_name[1] : "texture_reflection"
ambient : { 1 , 1 , 1 }
diffuse : { 1 , 1 , 1 }
specular : { 1 , 1 , 1 }
shininess : 90
tint : { 1 , 1 , 1 }
env_factor : { 1 , 1 , 1 }
}
need to add texture_name for it to work in et2
#et2shadernoobs
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jack53
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Post by jack53 on Oct 9, 2015 8:00:12 GMT -6
I used Corbys and this one from Colonel,s et2 mat files "eut.dif_spec.add.env_nofresnel.a.over.fx" they both work.Thanks for the help
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