Applying Specular Lighting To Models

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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Applying Specular Lighting To Models

Postby Vyse » Mon Dec 11, 2006 1:14 am

Here is a quick tutorial on how to apply specular lighting to your models. It adds a real time light glare onto your models. This really makes your models look great!

I have not tested the flag on a object, just a player model and weapon.

Before starting the steps what I have found so far is that it appears you can't have the mesh have more than 1 texture on it. The mesh can only pull from 1 texture. However, I'm still testing this so maybe there can be more. Also I havn't removed the sun flare from my .fx file so I don't know if there has to be a flare or not but right now I have a sun in the map and it works.

Instructions:

1)Make sure your global lighting placed in Zero Editor has the "Cast Specular" on yes

2)Using the Battlefront 1 edit flag, select your polygons with the U key, (Basicly just ctrl+A to select all the polys) then open the edit flag dialog box. Scroll down to Render Specular under the Render Types and hit ok. You do not need to call out a texture or anything.

3)Munge the map and your done.

Options:
You can adjust the angle of your placed light in Zero Editor to change when the light hits on the mesh.

The ending effect is below. The pic are from looking in different directions, you can see the lighting has changed.

Image

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RE: Applying Specular Lighing To Models

Postby Rekubot » Mon Dec 11, 2006 4:21 am

Vyse, you're amazing. I've been wondering how to do this for sooooo long! Thanks!

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Postby Karnage » Mon Dec 11, 2006 4:59 am

Is that the model I think it is Vyse?

Or is it just the weapon for the model?

Linus

Postby Linus » Mon Dec 11, 2006 5:02 am

Many thanks to you, Vyse...

- Linus

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Postby Qdin » Mon Dec 11, 2006 8:17 am

neat :)

always good with a short tutorial! :wink:

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Postby t551 » Mon Dec 11, 2006 9:00 am

Thanks, Vyse!

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Postby Teancum » Mon Dec 11, 2006 10:04 am

Long live Metroid Prime!

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Postby The_Emperor » Mon Dec 11, 2006 12:27 pm

Awesome as always, vyse

Kyross

Postby Kyross » Mon Dec 11, 2006 3:55 pm

They have such informations in the art docs, but you may not have known that or you could be making it easier.

Yay you, anyway.

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Postby Vyse » Mon Dec 11, 2006 4:52 pm

Teancum wrote:Long live Metroid Prime!


Yes, Vi Va La Metroid Prime! :) As many have guessed that is a WIP of the power gun from the Metroid games.

Now if would could only figure out how to do the refraction flag mentioned in the doc. It's not even one of the redner types in the edit flag dialog box.

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Postby Qdin » Tue Dec 12, 2006 5:46 pm

what does 'refraction' mean..? :?

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Postby t551 » Tue Dec 12, 2006 5:53 pm

Refraction is how light rays change direction as they cross from one material to another, although I'm not sure if that's what it means here.

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