Game Development Community

Diffuse/Specular in Max

by Howard Dortch · in Torque Game Engine · 07/28/2004 (3:00 pm) · 6 replies

My artist made some models that seem "washed out" or bleached white from a light nearby. So the question is on Max is there a way to set diffuse up full to get texture colors but drop specular low so a strong light nearby wont wash out the object?

Seems to me there should be a per vertex specular for the object in Max but not sure how that gets in the export.

#1
07/29/2004 (7:36 pm)
Are you exporting the model? if you are you dont need to worry about how it looks in max (as far as the lighting is concerned) since none of that kind of information is carried through the export process.

if you are trying to do a render or something, post a screenshot of how it looks and someone, if not myself, will surely be able to help you. :)
#2
07/30/2004 (5:09 am)
How does the engine treat different types of objects then. Like a dull brick would not reflect much light or shouldn't but a polished rock would reflect lots of light. That has to be controlled somehow in the Max program no?

How do I post a pic here?
#3
07/30/2004 (6:56 am)
The information to my knowledge is dumped out to the DTS file but there is nothing in Torque to read it, hence why every object in the game has the same shader and look/feel to it.

If you want to use this advanced material information on your models you will need to either enhance your stock TGE or use TSE.
#4
07/30/2004 (9:18 am)
I almost have to disagree purely on observation. I have some objects that almost glow and some that I can't hardly see next to each other.
I installed the light pack and the trees for instance in the fps demo are just glowing green and one of the other demo games I took a tree and dropped it next to it and it's dull to a point I can't hardly see it. So as I see it there is something not being done in the game that is being done in the graphics packages on export. I'm not argueing your point just I see such dramatic differences
#5
07/30/2004 (9:28 am)
Unless your engine supports shinyness, or you have shader support your unlikely to get any specular effects. Very few engines support the vertex shinyness that max displays in viewports.

What something looks like in max viewports is allways going to be completely different in the engine, unless you are using the Same API, same lighting, ambience etc. And I don't believe TGE supports light, ambience and other environment settings being exported from max yet.
#6
07/30/2004 (1:40 pm)
See the link at the bottom of the post a reply box? Click it for help on posting images.