Silver Texture
Blitz3D Forums/Blitz3D Beginners Area/Silver Texture
| ||
I need to make my character's breast plate and sword look silvery (metallic). How is this done? I want it to end up looking like this One of Sven Dannart's :) |
| ||
spherical enviroment texture on bottom, masked (alpha) texture on top of it. What makes metal lool metal is the reflection, so even faking is enough. |
| ||
I'm using Milkshape 3D for modeling, I know I can put the enviroment texture on there, but can I put the alpha texture in Milkshape too? |
| ||
You can't do any multi texturing in milkshape (ie put spherical on texture layer 0 and alpha on texture layer 1) |
| ||
In Blitz3D? |
| ||
Use the texture flag 64 for spherical enviroment and then EntityTexture entity,texture,frame,layer index. |
| ||
Thanks everyone. @Jack Rackam Do you mean the dimensions of the texture are 64 by 64?The character and sword aren't all silvery. (There are different groups that are different colors.) |
| ||
Hi Bubble Boy - check the documentation on the various texture flags. Textureflag value 64 indicates 'spherical environment mapping'. |
| ||
Thanks but can you give me a link? |
| ||
http://www.blitzbasic.com/b3ddocs/command.php?name=LoadTexture&ref=3d_cat |
| ||
Okay cool. Hopefully this will work... Thanks everyone! |
| ||
Is there any other way to do this? (E.G. An silver paint effect in Paint Shop Pro.) The reason I need another way to do this is because I don't want to make the whole model shiny, only the blade. Thanks |
| ||
if you load it with LoadAnimMesh then you should be able to paint the sword as a sub object (assuming it was saved as a sub object). Not sure how this works in milkshape. It must be a seperate mesh. You may use the FindChild command to determine the swords handle. A clever way would also be to use entitynames in Milkshape that will help to recognize materials in blitz, eg: sword_metallic In blitz you would then do something like npc=loadanimmesh("bla.3ds") for i=1 to countchildren(npc) kid=getchild(npc,i) if instr(entityname(kid),"metallic")>0 then ; texture kid with the spherical reflection map endif next You may have to use a recursive function to check all children. See code archives, "how to make entityalpha work with animated meshes" (or similar). BTW right now I'm not sure if it was "0 to countchildren -1" or "1 to countchildren", so try both :o) BTW2: make sure to learn how to use the manual and documentation first. For example, the online command reference allows to search for command substrings. Example: if you enter "coll" it will list all commands that have something to do with COLLision. You may also try things like "cam", "pick", "create" etc. |
| ||
Thanks for clearing this up jfk. I'm going to put you in my credits for sure:) |