Product Chat / V1.1331 Small Tweak

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LeeBamber
TGC Lead Developer
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Location: England
Posted: 10th Dec 2016 04:14
Hi All,

Really glad you all like the new V1.133! As another small gift, I made a very small tweak so the per entity specular now works with non-character entities as it would be no fun without this tweak:

V1.1331 :
Added extra toggle text to F and G modes to help new users to the editor view types
Fixed issue of specular not working on entities that are not characters
Updated global.lua to include the SetPlayerRun(x) instruction


Happy game making, and let's roll on V1.14!
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Bolt Action Gaming
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Posted: 10th Dec 2016 04:44
Nice, ty!
Teabone
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Posted: 10th Dec 2016 06:11
Sweet thanks!
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Pirate Myke
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Posted: 10th Dec 2016 06:48
Excellent. Thank you Lee.
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synchromesh
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Posted: 10th Dec 2016 08:34
Brilliant thanks Lee
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Bored of the Rings
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Posted: 10th Dec 2016 09:10
great, thanks Lee, still trying out 1.33.
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synchromesh
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Posted: 10th Dec 2016 10:03
Works great as well
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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willipoldi
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Posted: 10th Dec 2016 11:05
Many thanks.
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Earthling45
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Posted: 10th Dec 2016 12:13
Thanks Lee
Tarkus1971
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Posted: 10th Dec 2016 14:29
This update is going really well, super speedy now, thanks Lee.
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UNIRD12B
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Posted: 10th Dec 2016 19:26
Hi all ,
not sure what im doing wrong but i cant seem to see a difference.
I have the entities specular = 100
and ingame i set the slider...specular = 100
and see no difference ?
what step am i missing do we have to do F4 to see it ??

thx

UNIRD12B
Let\'s actually make something happen with this one !
synchromesh
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Posted: 10th Dec 2016 19:37 Edited at: 10th Dec 2016 19:38
Are you using "Tab Tab " and setting the entity shader to Highest ?
Set the specular to 2000 in the properties as a test and try again ..... you will definitely see it then
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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m2design
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Posted: 11th Dec 2016 01:27
@Lee
Thank you sir. Appreciate the attention.
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Belidos
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Posted: 11th Dec 2016 09:15
Although the new setting does increase the specularity on all objects, it does seem to still be effected by it's actual specularity map, so if you have a very dark specularity map then you need to ramp it up a lot higher to notice it, also specularity seems to rely on surface direction to light direction, so if you have a flat object like a building you won't see the specularity unless you loij at it from a certain angle in a certain light. The new setting is great, but really we still need metalic and reflective shaders.

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Meows
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Posted: 11th Dec 2016 10:29
Thank you@ that is great! a few cups of coffee to keep your talents moving and shaking!
UNIRD12B
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Posted: 11th Dec 2016 18:05
ok so

Entity shader = highest
specular = 100%
entity specular = 2000

and it REALLY shows....on the side that is facing the sun
is that normal also ?

Thx for the tip as I thought it was as a percentage so 100% = 100 was the max .

Great help you guys---always !!

UNIRD12B
Let\'s actually make something happen with this one !
devlin
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Posted: 11th Dec 2016 18:30
That is a nice addition to the update thank you
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Belidos
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Playing: The Game
Posted: 11th Dec 2016 18:49
Quote: "
and it REALLY shows....on the side that is facing the sun
is that normal also ?"


Yes that is normal. Specularity isn't reflectivity or shininess, it's how light effects the mesh, so yes you need light shining on an object for specularity to work.

Also the more curves and bumps the mesh has, the more specularity will show, a completely flat mesh won't show specularity no matter how much you bump it up unless the light is angled right and you are looking at it from an angle.

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