someone explain spec. lighting. upg.

Mike,

I forgot to update the andquot;Materialsandquot; tutorial for MSTS with this release, but it is available here:

[img:bwuqfwy7]http://www.amabilisplus.com/3DCDocumentation/tutorialmstsmaterials.htm[/img:bwuqfwy7]
<!– m –><a class="postlink" href="http://www.amabilisplus.com/3DCDocumentation/tutorialmstsmaterials.htm">http://www.amabilisplus.com/3DCDoc … erials.htm</a><!– m –>

Just look for references to andquot;specularandquot;. I think the materials tutorial covers all of the material usages.

Richard

OK, I saw the announcement that ver 5.7 now supports specular lighting exports, so I rushed right out and downloaded it. Now can someone tell me exactly what it means?

I am under the impression from prev versions that my 2 options were:
1=sunlight brightens the object.
2=sunlight has no effect

Is there more I can do? For instance… can an object under the cab of an engine have specular turned off so it will appear dark, like it is in the shadow area under the cab? What more can I do with specular lighting than turn it on and off? I want my engine to look as professional as possible.

BTW, I got a super texturer on my team now. Below is his first draft of the new boiler texture. And we are at 7400 polys for the whole engine right now (pre rods and linkage). And remember, we have to break it into two engines still. The NALW guys Challenger is something like 10000 andamp; 5000 for the front and rear engine. andnbsp;I want to stay well below that. We even have andnbsp;a sound man onboard. andnbsp;I wish I could attach the whistle file, too. :-/

Thank you,
Mike

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