Product Chat / Specular

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Red Image Games
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Joined: 9th Nov 2010
Location: United Kingdom
Posted: 23rd Sep 2014 18:52
How do I reduce the strength of the specularity? It looks overdone and really unrealistic whenever I switch terrain textures. Heres a link to a picture of what it looks like: http://i.imgur.com/sNpGwsI.png

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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 23rd Sep 2014 19:19
open the file in a paint program and reduce the brightness levels.

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Red Image Games
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Location: United Kingdom
Posted: 23rd Sep 2014 20:00
I don't mean in pictures, I mean in the game...

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Teabone
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Joined: 8th Jun 2006
Location: Earth
Posted: 23rd Sep 2014 20:21 Edited at: 23rd Sep 2014 21:54
As mentioned above you open the "texture"_S.DDS file and reduce the brightness. You have to do this with an image editing program. Reducing the brightness of specular map will reduce the reflection in game.



FPSC-Reloaded doesn't really provide much control over how the shaders react with the various texture maps. So you pretty much have to edit the stock textures yourself to get the look you desire. I suggest making a copy of the stock textures and editing them and giving them a new name and using them instead.



This topic continues here:

http://fpscrforum.thegamecreators.com/?m=forum_view&t=209775&b=1

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LeeBamber
TGC Lead Developer
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Joined: 21st Jan 2000
Location: England
Posted: 23rd Sep 2014 22:16
In the next build there is a new Global Specular slider which will allow you to affect a global setting which applies to ALL specular, whether it is in entities, terrain, characters or other renderables. I have also added a 'specular' field to the FPE where you can force an override of the specular texture (or even entirely replace the _S texture file requirement) and simply specify: 0-no specular, 1-dull gloss, 2-average specular, 3-high gloss. Between these you should have the control you need to refine the specular effect in your game. When creating your own specular maps, it is recommended you keep the values quite low (between 32-64) if you want a subtle effect as anything hire comes across as plastic or super reflective. Not to be confused with metallic reflection effect which is something my brain is tinkering with as a possible implementation to improve visuals still further. Watch blog for more news on this!

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Pirate Myke
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Location: El Dorado, California
Posted: 24th Sep 2014 08:00
Nice addition. Thank you.

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Steohl72
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Joined: 1st Sep 2013
Location: Sweden
Posted: 24th Sep 2014 20:07
Something happend in the 1.008 release and after that most models are highly suffering from overexposure.
But you can improve it a bit with lowering the Ambience level.

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