- Joined
- Mar 28, 2008
- Messages
- 2,708
- Reaction score
- 881
- Points
- 128
b) Automatically adjust the diffuse texture brightness using reflection intensity within the D3D9 code itself; i.e. high reflection intensity = low diffuse brightness. This way, the model would appear unchanged in the inline client, but also look good in the D3D9 client.
Will be implemented in Alpha 3
---------- Post added at 02:08 ---------- Previous post was at 01:21 ----------
It's becoming apparent that specularity and reflectivity need to be independent, in their color as well as their intensity. Maybe we ought to have two rgba files, one called _spec and one called _env or something. Each file would control the color and intensity of its respective effect. Specular reflection would use material definitions unless a _spec texture was present, and environment reflection would be enabled only if a _env texture was present.
We can have independent control for both specularity and reflectivity but do we need two different files for them ? Do we need to specify specularity color in a per pixel basis or is it enough that we can control specularity intensity in a per pixel basis. So the color information would become from a mesh material. If that's enough then we could fit the reflectivity control channel into the specular map and avoid having a huge set of textures.
Specular power effects to light sources alone
Reflectivity effects to reflected image alone
Specular color would effect in both in options #1 and #2
Option #1 (1 - texture):
_spec.r = specular red
_spec.g = specular green
_spec.b = specular blue
_spec.a = reflectivity
(no per pixel control for specular power, comes from mesh material)
Option #2 (1 - texture):
_spec.r = specular intensity
_spec.g = specular power
_spec.b = reflectivity
_spec.a = unused
(Specular color = Material.Specular.rgb * Specular Intensity)
Option #3 (2 - textures):
_spec.r = specular red
_spec.g = specular green
_spec.b = specular blue
_spec.a = specular power
(Current implementation)
_refl.r = reflectivity red
_refl.g = reflectivity green
_refl.b = reflectivity blue
_refl.a = unused
---------- Post added at 02:15 ---------- Previous post was at 02:08 ----------
I was able to implement a picking algorithm for the Mesh debugger and next version will have a material editor in the debugger as well. There will be a configuration file for a vessels that will allow a skin specific material configurations. It will also allow to define material reflectivity without any control textures.
---------- Post added at 02:23 ---------- Previous post was at 02:15 ----------
By the way, I think this feature will be permanent, so I'll update the documentation (images) in the repository later on. Or do you plan to "re-phrase" the Video-Dialog check-box?
You already changed the documentation and I already change the configuration.:facepalm: There is a high change that it will change again before R10 release, so hold on a second.
Last edited:

