JJonth Cheeky Monkey 1 Posted February 17, 2003 How do I ake my model shine in the light like the BIS weapons in V1.75+. Thanks Share this post Link to post Share on other sites
Scorpio 0 Posted February 17, 2003 Select your model and press ctrl+E for Vertex Properties. Under 'Lighting', click 'Shining'. There you go. Share this post Link to post Share on other sites
suma 8 Posted February 17, 2003 I am not sure if I understand the question, but I think the question is not about "shining" flag, rather about specular highlights visible with HW T&L on some weapons. Check config sections CfgMaterials and CfgTextureToMaterial to see how this can be done. Share this post Link to post Share on other sites
JJonth Cheeky Monkey 1 Posted February 17, 2003 Yeah that it Suma, sorry about the confusing question. Anyway I cant find anything on it. Share this post Link to post Share on other sites
suma 8 Posted February 17, 2003 Did you check commented config on Breathe web page? Look for cfgMaterials.hpp file. Share this post Link to post Share on other sites
kegetys 2 Posted February 17, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Feb. 17 2003,19:13)</td></tr><tr><td id="QUOTE">Did you check commented config on Breathe web page? Look for cfgMaterials.hpp file.<span id='postcolor'> *cough* the config in the breathe site seems to be from 1.46, which would be nice to be upgraded to the most recent version Meanwhile there seems to be a config from 1.85(?) included in the binarizer zip where the cfgMaterials.hpp file is found. Share this post Link to post Share on other sites
JJonth Cheeky Monkey 1 Posted February 17, 2003 Ok Ive found it and I haven't a clue what to do now. Share this post Link to post Share on other sites
Guest BratZ Posted February 17, 2003 I'd like to use this feature also...I was playing BF1942 and the Jap plane Achai is white and shiny. Share this post Link to post Share on other sites
JJonth Cheeky Monkey 1 Posted February 22, 2003 I still don't know how to do this. Come on someone must know how to do this! Share this post Link to post Share on other sites
Guest BratZ Posted February 28, 2003 I put a cfgmaterials line in my cpp and I cant make it do anything...just need to see a model using the example Share this post Link to post Share on other sites
Maslow 0 Posted February 28, 2003 well i guess you could try the following: Add a custom texturetomaterial section to your config: class CfgTextureToMaterial { class CustomRifleMetal { textures[]={"data\m16_pmp_1s.pac","data\m16_pmp_ph.pac","data\m16_pmp_lod.paa","data\m16_pmp_lod_gif.pac","data\m4_1.pac","data\m4_2.pac","data\m4_miridla.pac","data\xm177_1s.pac","data\xm177_ph.pac","data\xm177_details.pac"}; material="#RifleMetal"; }; There you could put in your custom made textures..... And then add a custom material definition to your cpp: class CfgMaterials { class CustomRifleMetal { ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; specular[]={0.200000,0.200000,0.200000,0}; specularPower=5; emmisive[]={0,0,0,0}; }; }; }; could be a solution......... and using the variabels in cfgmaterials you could also change the strenght of reflections and so *thinksofbratz'plane*....... Share this post Link to post Share on other sites
Guest BratZ Posted February 28, 2003 Wow ,Great ,Thanx!!! That is what I needed and I will be trying it again. I only tried the cfgmaterials line Share this post Link to post Share on other sites