DaSquade 0 Posted December 30, 2007 Wondering if somebody already found a backdoor to recreate the shining option of faces? In the past (O2lite) we had the option to put faces with lightning-shining option. I tried it with new O2 but in bulldozer they turn black. ->HINT: cateyes, IR patches, lightbolps etc... PS: Somehow i can change the time of day in bulldozer aswell (readme said windowskey + U or Y if not mistaken). Share this post Link to post Share on other sites
Jackal326 1182 Posted December 30, 2007 In my experience the only way its possible to make faces "shine" is to use an RVMAT file applied to the relevent faces. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ambient[] = {1.0, 1.0, 1.0, 5.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0}; emmisive[] = {0.5, 0.5, 0.5, 1.0}; specular[] = {0.0, 0.0, 0.0, 0.0}; specularPower = 0.0; renderFlags[] = {"AddBlend"}; PixelShaderID = "Normal"; VertexShaderID = "Basic"; Share this post Link to post Share on other sites
Synide 0 Posted December 30, 2007 yeah, rvmat... 'emissive' is the one... Share this post Link to post Share on other sites
DaSquade 0 Posted December 31, 2007 Thanks, works as planned. Changing time is also covered (Envirement Editor ). Share this post Link to post Share on other sites
Al Simmons 0 Posted October 3, 2008 does this also work for weapons class or only for vehicles? Share this post Link to post Share on other sites
Synide 0 Posted October 4, 2008 the class of a config of the model the polygon face belongs too has no baring on the emissiveness of a polygon face. the emissive properties of a polygon primarily stem from the material values (in the rvmat) that are attached to the given polygon - that's it... no more no less. Share this post Link to post Share on other sites
Al Simmons 0 Posted October 4, 2008 Ok, thx for the fast reply. Share this post Link to post Share on other sites