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Author Topic: How to make things shiney!!!1  (Read 1981 times)
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adele
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« on: August 26, 2008, 12:10:58 AM »

Sometimes you'll see cc boasting super-powers like "envCube shine". Wanna have some for yours, too? Here is how one does it:

1. Find your Material Definition resource (aka TXMT) within the package file you're working with, and select it.

2. In the Plugin View, under the Properties tab, you'll see a list of properties, like so:


3. Now, change the following properties:
reflectivity1
stdMatEnvCubeMode    reflection
stdMatEnvCubeCoef0.3,0.3,0.3 (or any decimal value below 1)

4. Below the Name and Value inputs, there is a link: add. Click on it, and a blank property will be added to your list.

5. Scroll to the bottom of the list, and select this newly created property. It will appear just as a single colon (:).

6. With this blank property selected, enter stdMatEnvCubeTextureName into the Name: input box.

7. For the Value: input, choose one of the following:
reflectionbronze-envcube
reflectionbronzenonlit-envcube

reflectionsilver-envcube
reflectionsilvernonlit-envcube

reflectiongold-envcube
reflectiongoldnonlit-envcube
reflectiondarkgold-envcube

reflectionsparking-envcube*
reflectionkitchenhighcontrast-envcube


* This one is my personal favorite. You'll need to experiment and check in-game to see what each value looks like.

8. To the right of the property list, click on the link sort List.

9. Click on the Commit button-- a prompt will appear saying "Changes were committed". Click OK.

10. Save. And now you're finished! Huzzah!

Now, go forth and Midas-touch everything you make. Wewtz.
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- Adele
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« Reply #1 on: February 06, 2009, 10:57:15 AM »

Great Adele, but what's up if we just want to make the shoes shiny? Like you do? biggrin
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adele
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« Reply #2 on: February 06, 2009, 02:00:03 PM »

The shoe will need to be separate from the body-- a subset mesh. Then, do all this shiney-tmxt work to the mat defs of the shoe subset.
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Agustin
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« Reply #3 on: February 07, 2009, 12:47:59 PM »

Hrm ok, thanks :] I'll open one of your meshes and see the diferent groups and stuff, so I get it clear :]
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