U37 Posted July 22, 2005 Report Posted July 22, 2005 Does anyone know of a guide / tutorial explaining on how to create shaders and specular maps? Quote
|FRITZ| Posted July 22, 2005 Report Posted July 22, 2005 So you want to learn how to create shaders or use them? Quote
U37 Posted July 22, 2005 Author Report Posted July 22, 2005 Does anyone know of a guide / tutorial explaining on how to create shaders and specular maps? Quote
|FRITZ| Posted July 22, 2005 Report Posted July 22, 2005 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: Quote
Evert Posted July 22, 2005 Report Posted July 22, 2005 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 Quote
Zacker Posted July 22, 2005 Report Posted July 22, 2005 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 Quote
kleinluka Posted July 22, 2005 Report Posted July 22, 2005 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. Quote
Pericolos0 Posted July 22, 2005 Report Posted July 22, 2005 its the other way around with specularity in hl2 klein Quote
|FRITZ| Posted July 22, 2005 Report Posted July 22, 2005 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. Quote
Pericolos0 Posted July 22, 2005 Report Posted July 22, 2005 What do you mean, other way around dark = more specular Quote
InsaneSingingBlender Posted July 23, 2005 Report Posted July 23, 2005 afaik, shaders are written in hlsl, half-life shader language. i think theres also cg, which is nvidias shader language. Quote
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