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Shaders / Specular Maps

  • U37
  • July 22, 2005 at 5:33 AM
  • U37
    • July 22, 2005 at 5:33 AM
    • #1

    Does anyone know of a guide / tutorial explaining on how to create shaders and specular maps?

  • insta
    • July 22, 2005 at 6:20 AM
    • #2

    For what engine/game?

  • U37
    • July 22, 2005 at 6:28 AM
    • #3

    Source / Half-Life 2

  • |FRITZ|
    • July 22, 2005 at 6:31 AM
    • #4

    So you want to learn how to create shaders or use them?

  • U37
    • July 22, 2005 at 6:53 AM
    • #5
    Quote from U37

    Does anyone know of a guide / tutorial explaining on how to create shaders and specular maps?

  • |FRITZ|
    • July 22, 2005 at 7:54 AM
    • #6

    How did you find this site?

    err thats beside the point. The reason I ask, Is because there is a major difference between creating a shader and using a shader.

    So here are so good "tuts"

    http://www.google.com/search?hl=en&lr=& ... tnG=Search

    Pick one :roll:

  • Evert
    • July 22, 2005 at 8:59 AM
    • #7

    http://developer.valvesoftware.com/wiki ... ng_Shaders

    And if you meant Create materials with shaders:

    http://developer.valvesoftware.com/wiki ... _Fallbacks

    http://developer.valvesoftware.com/wiki ... Parameters

    http://developer.valvesoftware.com/wiki/Water_Shader

  • Zacker
    • July 22, 2005 at 10:24 AM
    • #8

    Learn the DX9 SDK and the HLSL language, then you should be able to do it.

    http://msdn.microsoft.com/library/defau ... rkshop.asp

    http://msdn.microsoft.com/library/defau ... haders.asp

  • U37
    • July 22, 2005 at 9:17 PM
    • #9

    Mmkay, how about specular maps?

  • kleinluka
    • July 22, 2005 at 11:17 PM
    • #10

    FRITZ if you have nothing constructive to say, don't say anything.

    He was clearly asking about how to go about creating shaders for source.

    Specular maps... I usually base them off my diffuse map. I'm not sure if Source supports colored specular maps but you can get some really nice results with color spec maps.

    General rule for specular maps:

    bright pixels = much specularity, dark pixels = little specularity.

    I usually start by making a very contrasty version of my diffuse and then going in and handpaint highlights around the edges of objects. This gives you an especially nice effect on metallic objects.

    It's pretty easy and straightforward.

  • kleinluka
    • July 23, 2005 at 12:10 AM
    • #11

    What do you mean, other way around

  • |FRITZ|
    • July 23, 2005 at 12:10 AM
    • #12
    Quote from kleinluka

    FRITZ if you have nothing constructive to say, don't say anything.He was clearly asking about how to go about creating shaders for source.

    How was that not constructive.:roll: He clearly ask how to create shaders.

    Didn't ask how to use them. So If he didn't get the hint. He needs to learn c.

  • InsaneSingingBlender
    • July 23, 2005 at 1:33 AM
    • #13

    afaik, shaders are written in hlsl, half-life shader language. i think theres also cg, which is nvidias shader language.

  • Dogmatic
    • July 23, 2005 at 5:27 AM
    • #14

    I think hes talking about VMT code.

    Heres how you make things shiny--

    Code
    "VertexLitGeneric"
    
    
    {
    
    
    "$baseTexture" "foldername/texturename"
    
    
    "$envmap" "env_cubemap"
    
    
    "$envmaptint" "[ .36 .36 .30 ]"
    
    
    "$envmapconstrast" "1"
    
    
    "$normalmapalphaenvmapmask" 1
    
    
    }
    Display More

    I dont know what the hell you other guys are talking about.

    Any other texturing questions should be directed here - http://www.hl2world.com/wiki/index.php/ ... :Texturing

  • Zacker
    • July 23, 2005 at 4:18 PM
    • #15
    Quote from |FRITZ|

    How was that not constructive.:roll: He clearly ask how to create shaders.

    Didn't ask how to use them. So If he didn't get the hint. He needs to learn c.

    C is for sure not the language to learn for shaders, you are maybe thinking of Cg?

    Quote

    afaik, shaders are written in hlsl, half-life shader language. i think theres also cg, which is nvidias shader language.

    Yes shaders can be written in HLSL, but it stands for High Level Shader Language:)

  • InsaneSingingBlender
    • July 23, 2005 at 4:28 PM
    • #16

    oh, i thought i heard half-life shader language somewhere, thanks for the correction

  • kleinluka
    • July 24, 2005 at 12:02 AM
    • #17
    Quote from Pericolos0

    dark = more specular

    thats weird and doesnt make any sense

    damn valve. everybody else does it right

  • kleinluka
    • July 24, 2005 at 12:49 AM
    • #18

    do you have a sample specular map from valve anywhere?

    I'd like to see it

  • kleinluka
    • July 24, 2005 at 1:21 AM
    • #19

    that almost looks like an opacity map to me o_O

  • InsaneSingingBlender
    • July 24, 2005 at 1:29 AM
    • #20

    awesome texture peri

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