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Which format for shininess / specular color?

Discussion and information relevant to creating special missions, new ships, skins etc.

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JeffBTX
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Which format for shininess / specular color?

Post by JeffBTX »

Sorry. Noob question. VERY noobish. Noobishisity.

which is correct:

Code: Select all

		materials = 
		{ 
			"back_metal.png" = {
			diffuse_map = "Cor_Front.png";
			emission_map = "Cor_FrontE.png";
			shininess = 10;
			specular_color = (0.30, 0.30, 0.30, 0.50);
			}; 
			"bottom_metal.png" = {
			diffuse_map = "Cor_Side.png";
			emission_map = "Cor_SideE.png";
			shininess = 10;
			specular_color = (0.30, 0.30, 0.30, 0.50);
			}; 
		}; 
... or ...

Code: Select all

		materials = 
		{ 
			"back_metal.png" = {
			diffuse_map = "Cor_Front.png";
			emission_map = "Cor_FrontE.png";
			}; 
			"bottom_metal.png" = {
			diffuse_map = "Cor_Side.png";
			emission_map = "Cor_SideE.png";
			}; 
			shininess = 10;
			specular_color = (0.30, 0.30, 0.30, 0.50);
		};
... or if they BOTH work, I assume that the second one is better, less typing. I can experiment, but the concept "if it works, use it" bothers me. I'd rather know the "most proper way" to do it.

- Thanks
Sword, thy name is Cobra. And Cobra has fangs!
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JensAyton
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Post by JensAyton »

The former. In the latter case, the shininess/specular_color values are not being used.
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JeffBTX
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Post by JeffBTX »

thanks, Ahruman.
Sword, thy name is Cobra. And Cobra has fangs!
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