Mofleaker on 30/1/2015 at 00:05
I'm trying to accomplish a simple, inexpensive shiny metal look for a certain texture I made. With some googling, I managed to steal this (slightly edited) snippet of code from GORT:
Code:
force_opaque
edge_padding 0
render_pass
{
shaded 1
alpha 1
rgb 1 1 1
blend DST_COLOR DST_COLOR
uv_source PROJECTION
uv_mod SCALE 1 2
}
However, it seems he created this .mtl code for use on an object. Implemented on my terrain brush (a 256x256 .png if that helps) the texture seems to have the shiny look I desire, but it also flickers like mad when looked at from certain angles.
I was wondering if anyone has gotten such a material working in DromEd? If so, I'd love to see your code.
Yandros on 30/1/2015 at 00:38
Look at the .mtl files for the replacement water textures in the EP2. They include use of an envmap to provide a little reflection to the surface, using a texture in the \tex folder.
ZylonBane on 30/1/2015 at 01:21
You have to use a cube map on terrain surfaces. They produce better results on objects too.