tjheldna Posted July 15, 2013 Share Posted July 15, 2013 It's appearing that with the dynamic - diffuse_normal_specular.shader the specular is always on full blast no matter what you change in the spec fields in the material editor. Cheers! 1 Link to comment Share on other sites More sharing options...
YouGroove Posted July 15, 2013 Share Posted July 15, 2013 yes , i also just experienced that importing a 3D model ( what a big regression ) Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 16, 2013 Share Posted July 16, 2013 That is a bug, on line 87, comment in : //lighting_specular *= color_specular; 1 HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
shadmar Posted July 27, 2013 Share Posted July 27, 2013 If the intension is a specular map, this would have to be added aswell : After uniform sampler2D texture1;//light map Add uniform sampler2D texture2;//spec map Find vec4 color_specular = materialcolorspecular; Replace it using : vec4 color_specular = materialcolorspecular*texture2D(texture2,ex_texcoords0); HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 27, 2013 Share Posted July 27, 2013 It don't correct the problem, tested it and LE3 don't uses the specular map with these modifications. Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted July 27, 2013 Share Posted July 27, 2013 *sigh*.. HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted July 27, 2013 Share Posted July 27, 2013 Im' not shader or even less programmer. But this sort of shader must be standard and found on google easy , no ? I used also some old 3D engine, having that normal map specular maps, they stored specular on alpha map (because this shader didn't used alpha for color and normal map) http://www.rastertek.com/dx10tut21.html http://www.bencloward.com/shaders_NormalMapSpecular3lights.shtml Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted August 12, 2013 Share Posted August 12, 2013 So no news , on how will be some real specular shader using a bitmap specular image ? Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted August 12, 2013 Share Posted August 12, 2013 Did you even try the changes I suiggested in #3 and #4, works fine if I do it. HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted August 12, 2013 Share Posted August 12, 2013 Indeed i tried nad tested and i said it changed nothing. If it works for you , it means i done something wrong somewhere ? I'll reconfirm and retry tonight, i'll post shader and texture if needed also. Stop toying and make games Link to comment Share on other sites More sharing options...
tjheldna Posted August 12, 2013 Author Share Posted August 12, 2013 It worked for me, have you added a specular map and played around with the specular values in the material editor? (after you added shadmar's fixes) Link to comment Share on other sites More sharing options...
YouGroove Posted August 12, 2013 Share Posted August 12, 2013 Cool. What to do with color_specular As it is used nowhere ? (that's why i got full specular) Muts i decomment, tested several times and tried other ways , it don't works ? lighting_specular and replace some value ? Can someone post here the full shader ? i mean dynamic lightening with normal map and specular map. Stop toying and make games Link to comment Share on other sites More sharing options...
Admin Posted August 30, 2013 Share Posted August 30, 2013 This was just a simple shader fix, and it has been uploaded. Link to comment Share on other sites More sharing options...
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