I have always wanted a shader-wiki too. Of c you can always do the trial and error process, but it's really time consuming to test it in all weather/day cycle conditions in game. Maybe we should start a topic here on this forum
Even if this is slight of topic in this thread, I'll try to give you my basic settings:
Chrome:Code: Select all
material : "eut2.dif.spec.add.env.fx" {
texture[0] : "/vehicle/truck/upgrade/hella/textures/body_chrome.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/environment/vehicle_reflection.tobj"
texture_name[1] : "texture_reflection"
shininess : 95
add_ambient : 0
diffuse : { 1.2 , 1.2 , 1.2 }
specular : { 1.2 , 1.2 , 1.2 }
env_factor : { 0.727412 , 0.727412 , 0.727412 }
reflection : 0
fresnel : { 0.9 , 0.1 }
}
Texture: R=70, G=70, B=70, A=250-255 (if you have an AO, put the grey texture over it and set it to multiply. Also the brighter the alpha is the more "white" the chrome looks)
Vertex paint in Blender: R=0.15, G=0.15, B=0.15
Plastic: Code: Select all
material : "eut2.dif.spec.fx" {
texture[0] : "/vehicle/truck/upgrade/smalllight/textures/black.tobj"
texture_name[0] : "texture_base"
add_ambient : 0
diffuse : { 1.0 , 1.0 , 1.0 }
reflection : 0
shininess : 20
specular : { 0.1 , 0.1 , 0.1 }
}
Texture: Almost black, like R=10, G=10, B=10 and add some "noise" filter and blur it. The alpha doesnt affect the texture that much, but I tend to keep it grey-ish.
Vertex paint in blender: R=0.4, G=0.4, B=0.4
Paint (shiny like truckpaint):Code: Select all
material : "eut2.dif.spec.add.env.paint.fx" {
texture[0] : "/vehicle/truck/upgrade/hella/textures/body_paint.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/environment/vehicle_reflection.tobj"
texture_name[1] : "texture_reflection"
add_ambient : 0
diffuse : { 1 , 1 , 1 }
shininess : 250
specular : { 1.5 , 1.5 , 1.5 }
env_factor : { 0.073239 , 0.073239 , 0.073239 }
reflection : 0
fresnel : { 0.2 , 0.9 }
}
Texture: For best look use an texture with AO, otherwise a pure white texture. Alpha should be white too.
Vertex paint in blender: R=0.4, G=0.4, B=0.4
Paint (more matte, like for trailer chassies etc):Code: Select all
material : "eut2.dif.spec.add.env.paint.fx" {
texture[0] : "/vehicle/wheel/steel_t/textures/bpw_hub.tobj"
texture_name[0] : "texture_base"
texture[1] : "/material/environment/vehicle_reflection.tobj"
texture_name[1] : "texture_reflection"
add_ambient : 0
specular : { 0.460196 , 0.460196 , 0.460196 }
diffuse : { 0.95 , 0.95 , 0.95 }
shininess : 85
reflection : 0
env_factor : { 0.15 , 0.15 , 0.15 }
}
Texture: For best look use an texture with AO, otherwise a pure white texture. Alpha should be white too.
Vertex paint in blender: R=0.4, G=0.4, B=0.4