Committed fixed Normal Maps and materials for the Rock ScandivFormation. Now the bump is much more noticeable, yet realistic.
This was SVN commit r12314.
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@ -19,5 +19,5 @@
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</textures>
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</textures>
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</variant>
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</variant>
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</group>
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</group>
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<material>player_trans_ao_parallax_spec.xml</material>
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<material>rock_bump_spec_test.xml</material>
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</actor>
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</actor>
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@ -0,0 +1,49 @@
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<?xml version="1.0" encoding="utf-8"?>
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<material>
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<shader effect="model"/>
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<alternative material="player_trans_ao_spec.xml" quality="8"/>
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<define name="USE_PLAYERCOLOR" value="0"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the Alpha channel
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is the heightmap (white = high).
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COMMENT: Pixels that are exactly white are calculated more efficiently (on average)
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if dynamic branching is supported by the player's GPU.
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EFFICIENCY: This is a moderately expensive effect, so use with care. -->
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<conditional_define name="USE_PARALLAX_MAP" value="1" type="draw_range" conf="PARALLAX_DIST"/>
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<conditional_define name="USE_HQ_PARALLAX" value="1" type="draw_range" conf="PARALLAX_HQ_DIST"/>
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<!-- REQUIRES: Actor must provide a texture named "normTex", where the RGB channels
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are a normal map corresponding to XYZ normals.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_NORMAL_MAP" value="1"/>
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<!-- REQUIRES: Actor must provide a texture named "specTex", where the RGB channels
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provide a specular colour multiplier.
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Material must provide a uniform definition for "specularPower" that controls
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the glossiness of the effect.
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COMMENT: The intensity of the colour controls the specular amount, so black pixels have
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no specularity.
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COMPATIBILITY: This effect is incompatible with the old "USE_SPECULAR" effect.
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EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
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<define name="USE_SPECULAR_MAP" value="1"/>
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<!-- REQUIRES: That "USE_SPECULAR_MAP" is enabled and a texture named "specTex" is provided by the Actor.
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The Alpha channel of the texture defines the amount of self-illumination, with
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transparency being no self-illumination.
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COMMENT: Full self-illumination means the screen colour of a pixel is equal to its baseTex value.
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EFFICIENCY: This is a very cheap effect, however it also requires the calculation of specular. -->
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<define name="USE_SELF_LIGHT" value="0"/>
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<!-- REQUIRES: Actor must provide a texture named "aoTex", where the R channel is the Ambient Occlusion.
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The model must provide a second, non-overlapping set of UV coordinates.
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COMMENT: The texture is combined using a multiply blend of (2 * ao * baseTex). -->
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<define name="USE_AO" value="0"/>
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<!-- Settings for effects above:
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First value: Normal mapping intensity.
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Second value: Specular power.
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Third value: Parallax scale.
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Fourth value: AO amount. -->
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<uniform name="effectSettings" value="5.0 50.0 0.0075 0.85"/>
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</material>
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BIN
binaries/data/mods/public/art/textures/skins/gaia/stone_scandiv_template_norm.png
(Stored with Git LFS)
BIN
binaries/data/mods/public/art/textures/skins/gaia/stone_scandiv_template_norm.png
(Stored with Git LFS)
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