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Specular - Guide, Tutorial.


GameCore

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Everyone probably knows what specular is, and if not..
It is the shine of a weapon or armor - not to be confused with the shine effects (+7/8/9)
You can also edit your bink so that the specular is displayed on, for example,
- Wardrobe
- Mount
- Monsters
- Pets
- And even buildings if you want..

opera_UXCLrjahbI.png

The gloss column can be found in item_proto > specular

56.png

For it to work correctly, changing it on the mysql side will not work, you need to generate this proto for your game client.

Possibility of setting from 0 to 100
(You don't have to use the GF scheme like the above presented Sword specular +0-9)

Its "Power" depends on the value set and the alpha channel on a given texture.

How to recognize the alpha channel on a texture:

Simple Example:

6.png

On the left side there is a texture without an alpha channel, as you can see it is matte, if you set specular to 100 on such a texture, you will get this effect:
jjj.png

It will be very visible, too visible. And on the right side, you will get the desired effect.

At the end I will show you how to easily set the alpha channel on the texture.

Reasons for the lack of specular:

1. The texture does not have an alpha channel.

2. The client Proto item is not up to date.

3. Incorrect msm entries.

4. Your bink does not read uppercase texture characters and you need to change them to lowercase or update the bink.

Now let's move on to the entries:

Step one:
Find your model, run it with the gr2viever program and go to the texture list tab

ff.png

You will see the entire list of textures, and you can set specular to a specific texture type, you write out exactly the ones you want specular to be on.

The easiest way will be to place the model in exactly the same folder to which the textures are assigned.
Just like plechito does.

This is the hidden content, please

It is important that you do not forget about SourceSkin and TargetSkin.
If a given armor has more textures
you write out
SourceSkin2
TargetSkin2
SourceSkin3
TargetSkin3
etc..

The second example of an entry is one in which you add a path to the texture (basically if you write only the model, without sourceskin and target skin = textures will be loaded by the GR2 model in the game, and there will be no mention of any specular.

This is the hidden content, please

Here we have another example of typing, in which the reference is to "d:/ymir work/" - i.e. everything loaded from this folder.
And here you write the paths to the folder itself, and the paths to the textures.

Now we will move on to setting the alpha channel, I will show it on the example of a simple gimp, in two ways.

Method one;

1.png2.png3.png

In this method, you paint the alpha channel yourself and what is important,
You have to select the white box in the upper right corner,
And the brush can have shades of gray, white, and black
And the brush mode must be set to "normal"

Thanks to this, you can paint some elements of the texture, but you don't have to paint all of them, and some can be more saturated with the alpha channel, and others less saturated, e.g. with a different shade.

Method 2.

4.png

You add a copy of the layer, in grayscale, if you want the alpha channel to apply to the entire texture.

Before:

5.png

After:

6.png

7.png

and the effect was achieved.

Here is an example with some random armor texture:
<------- Before ------> After

8.png

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